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What are your Favourite Parts of CharGen? Least Favourite?
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<blockquote data-quote="steenan" data-source="post: 5581237" data-attributes="member: 23240"><p>I love parts of character creation that tie together the concept and the mechanics. That means different things in different games, of course, but the general idea is the same: I like to be able to tell who my character is by looking on the character sheet, without additional, "fluff" description.</p><p>So, I like traits in Dogs in the Vineyard. I like aspects in Fate. I like beliefs and instincts in Mouseguard. I like motivations and intimacies in Exalted. I like most parts of character creation in Nobilis (though this one I didn't yet see in play).</p><p></p><p>I like attributes or skills in games where they have a clear correspondence with the game world - which usually means short scales and good descriptions. </p><p></p><p>I also like things that are player-created. It's much more fun to decide myself what my magic can do (within limits defined by the game) or what powers my magical sword has, or things like that, instead of selecting from pre-defined list.</p><p></p><p>I don't like parts of character creation that require browsing long lists, especially choosing equipment. It takes time and is usually plain boring. My character is not his gear (and if he is, I'm probably not interested in playing this game).</p><p></p><p>And there is something I hate with passion: long lists of things that are interdependent, usually through requirements, but sometimes also through mechanical subsystems that use them together. It forces me to backtrack and change various things multiple times to make everything fit together. It neither helps me create a character concept nor allows me to implement one when I already have it. In other words, it's effort without gain. Keep such games away from me.</p></blockquote><p></p>
[QUOTE="steenan, post: 5581237, member: 23240"] I love parts of character creation that tie together the concept and the mechanics. That means different things in different games, of course, but the general idea is the same: I like to be able to tell who my character is by looking on the character sheet, without additional, "fluff" description. So, I like traits in Dogs in the Vineyard. I like aspects in Fate. I like beliefs and instincts in Mouseguard. I like motivations and intimacies in Exalted. I like most parts of character creation in Nobilis (though this one I didn't yet see in play). I like attributes or skills in games where they have a clear correspondence with the game world - which usually means short scales and good descriptions. I also like things that are player-created. It's much more fun to decide myself what my magic can do (within limits defined by the game) or what powers my magical sword has, or things like that, instead of selecting from pre-defined list. I don't like parts of character creation that require browsing long lists, especially choosing equipment. It takes time and is usually plain boring. My character is not his gear (and if he is, I'm probably not interested in playing this game). And there is something I hate with passion: long lists of things that are interdependent, usually through requirements, but sometimes also through mechanical subsystems that use them together. It forces me to backtrack and change various things multiple times to make everything fit together. It neither helps me create a character concept nor allows me to implement one when I already have it. In other words, it's effort without gain. Keep such games away from me. [/QUOTE]
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What are your Favourite Parts of CharGen? Least Favourite?
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