Character Creation: Second Line of Defense
The first line of defense for good character creation is the player's good taste, the second is the rules, and the last is the GM.
January 11th, 2006 in gm craft / character creation |
The first line of defense for good character creation is the player's good taste, the second is the rules, and the last is the GM.
Braunstein: the Roots of Roleplaying Games
Advanced Agon: Three Flavors of Myth
Advanced Agon: Wrath of the Gods
Game Plugin: Instant Rivalries
Try Something New: the Indie Exploration Kit
Play Constructively: Pass the Ball
Give Them Details (part 2), Gratuitous Details
Keeping the Peace: Applying Social Sanctions
NormalVision (part 2), When Should I Use It?
NormalVision (part 3), Preparing a Scene
NormalVision (part 4), Taking it Farther
Scaring Players: Creating the "oh sheet!" moment
Try Something New: the Indie Exploration Kit
gm craft / character creation:
Character Creation: Second Line of Defense
Game Plugin: Instant Rivalries
Making the Party: Instant Consensus
Play Constructively: Pass the Ball
Advanced Agon: Three Flavors of Myth
Advanced Agon: Wrath of the Gods
Dungeons & Doomsday Devices: Superhero Base Raids
Naming Games (part 2), Episode Titles
What is an Action Shtick? (part 2)
game design / adventure building:
Backdrop Plots: May You Live In Interesting Times
Plot vs Premise: Running Crime Games
game design / grand experiments:
Grand Experiments: We’ll always have Lorngard
Grand Experiments: West Marches
Grand Experiments: West Marches (part 2), Sharing Info
Grand Experiments: West Marches (part 3), Recycling
Grand Experiments: West Marches (part 4), Death & Danger
Not So Grand Experiments: Dream Cantos
West Marches: Running Your Own
Western Paranoia (part 1), Run Club Experiment
Western Paranoia (part 2), Tripod of Deceit
Western Paranoia (part 3), Tangled Threads
Braunstein: the Roots of Roleplaying Games
Choosing New Games: the Character Sheet Test
Computer Games vs Tabletop Games: Learning Curve
Developing a Gaming Vocabulary
Rolling for Roleplaying: the Virtual Roll
Bad Trap Syndrome (part 2), Curing the Bad Trap Blues
Writing Game Material: The Audience of My Audience
d20 Point Buy - Wild Card Option
Flipping Coins: Dice for a Desert Island
M&M PL balance: Picking up the bazooka
ben robbins, August 21, 2008 - Braunstein: the Roots of Roleplaying Games
jemmer, August 21, 2008 - Braunstein: the Roots of Roleplaying Games
ben robbins, August 19, 2008 - Braunstein: the Roots of Roleplaying Games
David A. Wesely, August 19, 2008 - Braunstein: the Roots of Roleplaying Games
ben robbins, August 19, 2008 - Braunstein: the Roots of Roleplaying Games
Burger Time Event Horizon, August 14, 2008 - Braunstein: the Roots of Roleplaying Games
ben robbins, August 11, 2008 - Grand Experiments: West Marches
ben robbins, August 11, 2008 - Braunstein: the Roots of Roleplaying Games
batronoban, August 11, 2008 - Grand Experiments: West Marches
Elliot Wilen, August 10, 2008 - Braunstein: the Roots of Roleplaying Games
Gnome Stew, the Game Mastering Blog, August 10, 2008 - Braunstein: the Roots of Roleplaying Games
Callan Sweet, August 9, 2008 - Braunstein: the Roots of Roleplaying Games
Kellri, August 9, 2008 - Braunstein: the Roots of Roleplaying Games
ben robbins, August 9, 2008 - Braunstein: the Roots of Roleplaying Games
ben robbins, August 9, 2008 - Braunstein: the Roots of Roleplaying Games
David A. Wesely, August 9, 2008 - Braunstein: the Roots of Roleplaying Games
Mark Clover, August 9, 2008 - Braunstein: the Roots of Roleplaying Games
ars ludi, August 8, 2008 - Braunstein: the Roots of Roleplaying Games
Gnome Stew, the Game Mastering Blog, August 7, 2008 - Braunstein: the Roots of Roleplaying Games
ping, August 7, 2008 - Braunstein: the Roots of Roleplaying Games
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January 17th, 2006 at 12:56 pm
I think these are not ordered in the way you suggest. Perhaps the ordering is unintentional. Sometimes the rules indicate what qualifies as a good idea and what does not. If a game doesn’t include certain character types, certain powers, etc.. it might be for a good game balance reason. Likewise, a GM may need to step in to set some guidelines or make suggestions even before the player begins to design a character. I think you are right, all three of those are relevant. But in my experience if you use a sort of flow chart method. Step 1. Build the character you want. Step 2 Consult the rules to make sure it is ‘legal’ and Step 3 give to GM to ensure it is balanced, fair, etc.. Doesn’t always work. Sometimes the GM needs to say.. keep powers at 20pp or don’t even try to make a Mentalist, or whathaveyou… before the character generation begins, or else it could become a tug of war with the player.
January 17th, 2006 at 7:56 pm
I think you wound up with the same order I did.
FYI The entry is out of context, but originally it was about how much rules should prevent people from building rules-exploitive characters (I summon minions who all duplicate and then coordinate attacks, etc). The rules can only do so much. Ideally your players shouldn’t be trying to take advantage of loop holes, and the rules should be built to prevent that as best they can, but finally it will fall in the GMs lap to say no. But the previous two steps (the player’s taste and the rules) should each be doing their part to make the GMs life easier.
January 18th, 2006 at 6:56 am
I agree that players and the rules should do their parts, and the GM is ultimately the final arbitator. I was merely urging the GM involved herself early in the process.. collaborating with the players from the beginning rather than ’sitting on high’ as a sort of appeals court judge. I don’t know if that makes sense or not.I think of PLs and Point limits and early detours and roadblocks… “No Possession or Corrosion powers please”… or make sure your character will not depend on being alone and sneaking around to be effective (this never works in a group game). I don’t think we are in disagreement at all about this. Just adding emphasis.
June 8th, 2008 at 9:56 pm
I was re-reading this post and just came up with a different way to phrase this same idea:
A good player won’t make a dumb character just because the rules allow it, and just because the rules allow it doesn’t mean you (the GM) have to let it in the game.