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<blockquote data-quote="Crazy Jerome" data-source="post: 5616713" data-attributes="member: 54877"><p>Randomness in char gen (and preferably not just in stats), is more fun if the players are approaching the game as, "See what I get, and see how much fun I can have with what it is." Point buy, or at least some form of more choice/less random, is more fun if the players are approaching the game as, "I have this idea for a character, and I want to have a shot at seeing it realized in play."</p><p> </p><p>Complicating the issue are:</p><p> </p><p>1. How long it takes to make a character.</p><p>2. How invested you are in a particular character making it through all or most of the story.</p><p>3. How much you value background and indepth characterization versus thinking on your feet.</p><p> </p><p>And so on. Depending on your preferences on those complications and your system, you may drift to more or less random, possibly preferring to deal with a complication that goes counter to your preferences to get other things you want. But any thing can be worked around, as long as you solve the main issue of "mainly preset character idea" versus "see what happens."</p><p> </p><p>This of course, does not even delve into people who really want a mixture of both, and who tend to really appreciate lifepath systems, or similar, where what happens in char gen is a combination of things out of your control and key choices made that set the possibilities for future direction--almost like playing char gen as a game before play. Travellor, and its chance to die in char gen, is the poster child for this group. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5616713, member: 54877"] Randomness in char gen (and preferably not just in stats), is more fun if the players are approaching the game as, "See what I get, and see how much fun I can have with what it is." Point buy, or at least some form of more choice/less random, is more fun if the players are approaching the game as, "I have this idea for a character, and I want to have a shot at seeing it realized in play." Complicating the issue are: 1. How long it takes to make a character. 2. How invested you are in a particular character making it through all or most of the story. 3. How much you value background and indepth characterization versus thinking on your feet. And so on. Depending on your preferences on those complications and your system, you may drift to more or less random, possibly preferring to deal with a complication that goes counter to your preferences to get other things you want. But any thing can be worked around, as long as you solve the main issue of "mainly preset character idea" versus "see what happens." This of course, does not even delve into people who really want a mixture of both, and who tend to really appreciate lifepath systems, or similar, where what happens in char gen is a combination of things out of your control and key choices made that set the possibilities for future direction--almost like playing char gen as a game before play. Travellor, and its chance to die in char gen, is the poster child for this group. ;) [/QUOTE]
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