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What does it mean to "Challenge the Character"?
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<blockquote data-quote="5ekyu" data-source="post: 7597049" data-attributes="member: 6919838"><p>Not at all. And let me be clear, the ratio of 1-4 for me varies from gsme/syste/campaign by setting, theme and tone.</p><p></p><p>I will **never** want a lot of #1 in any significant chargen gamebecause to me it bypasses too many choices the player makes, but the balance of 2-4 will alter fairly dramatically in a spy game modern or scifi, a Vampire gothic game, even a supers team game using relatively indie tules or a horror game like say ten candles or... the list goes on.</p><p></p><p>That dial helps set the tone.</p><p></p><p>A key element to me is owning and respecting the work. </p><p></p><p>If I make my players go thru 5e chargrn and go level after level of stats, choosing to trade off ABC for def, then I as GM try and respect that by presenting the value of those in play - which means few obstacles like #1s. The #1s turn into opportunities that might well pay off later and help #2s or be critical in #4s.</p><p></p><p>But if it's a 10 candles game, where chargen is like five index cards with a word or sentence each - thrn it's much more about choices and story and those stats, obviously, are a one time edge sort of thing.</p><p></p><p>But imagine if it's an rpg where "chargrn" is. "Its you in another world" like many novels have gone, taking a modern guy thru a portal. Then a greater number of #1 might well have more of a place.</p></blockquote><p></p>
[QUOTE="5ekyu, post: 7597049, member: 6919838"] Not at all. And let me be clear, the ratio of 1-4 for me varies from gsme/syste/campaign by setting, theme and tone. I will **never** want a lot of #1 in any significant chargen gamebecause to me it bypasses too many choices the player makes, but the balance of 2-4 will alter fairly dramatically in a spy game modern or scifi, a Vampire gothic game, even a supers team game using relatively indie tules or a horror game like say ten candles or... the list goes on. That dial helps set the tone. A key element to me is owning and respecting the work. If I make my players go thru 5e chargrn and go level after level of stats, choosing to trade off ABC for def, then I as GM try and respect that by presenting the value of those in play - which means few obstacles like #1s. The #1s turn into opportunities that might well pay off later and help #2s or be critical in #4s. But if it's a 10 candles game, where chargen is like five index cards with a word or sentence each - thrn it's much more about choices and story and those stats, obviously, are a one time edge sort of thing. But imagine if it's an rpg where "chargrn" is. "Its you in another world" like many novels have gone, taking a modern guy thru a portal. Then a greater number of #1 might well have more of a place. [/QUOTE]
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What does it mean to "Challenge the Character"?
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