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<blockquote data-quote="Byrons_Ghost" data-source="post: 2921466" data-attributes="member: 7396"><p>How do you think that personality mechanics should be used? Is it something like code of honor mechanics that you're trying to avoid, stuff which dictates behavior?</p><p></p><p>Also, what sort of structured chargen systems are there besides level ones? Degree of structure is what I'm asking, I suppose. I consider point-buy systems like GURPS to be structured, provided that the systems can handle a breadth of character mechanics without having to hand-wave things that a character wants to do.</p><p></p><p>For myself, I'm mostly a GM, so "easy to prepare" would be pretty high on my list of good system traits. That's why I'm turning away from D20 right now, it seemed like I spent all my time crunching mechanics to prep for the game.</p><p></p><p>For chargen, I think "robust" is how I'd prefer to describe things. The system should be quick and efficient, but flexible enough to allow for people to create the characters they want- and to back those characters up with mechanics that allow them to do stuff within the game. I've seen tons of games that claim to be about one thing (Story, politics, whatever) and then don't do squat to make it a mechanical reality.</p><p></p><p>Essentially, the sytem should be designed to encourage the players to act in a means which supports the setting or system's base assumptions. So if you want a heroic game, it shouldn't have gritty combat mechanics.</p></blockquote><p></p>
[QUOTE="Byrons_Ghost, post: 2921466, member: 7396"] How do you think that personality mechanics should be used? Is it something like code of honor mechanics that you're trying to avoid, stuff which dictates behavior? Also, what sort of structured chargen systems are there besides level ones? Degree of structure is what I'm asking, I suppose. I consider point-buy systems like GURPS to be structured, provided that the systems can handle a breadth of character mechanics without having to hand-wave things that a character wants to do. For myself, I'm mostly a GM, so "easy to prepare" would be pretty high on my list of good system traits. That's why I'm turning away from D20 right now, it seemed like I spent all my time crunching mechanics to prep for the game. For chargen, I think "robust" is how I'd prefer to describe things. The system should be quick and efficient, but flexible enough to allow for people to create the characters they want- and to back those characters up with mechanics that allow them to do stuff within the game. I've seen tons of games that claim to be about one thing (Story, politics, whatever) and then don't do squat to make it a mechanical reality. Essentially, the sytem should be designed to encourage the players to act in a means which supports the setting or system's base assumptions. So if you want a heroic game, it shouldn't have gritty combat mechanics. [/QUOTE]
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