<p>Jay "Rampant Coyote" Barnson ponders the terrible process of <a href="http://rampantgames.com/blog/?p=1393" target="_blank">building your characters</a> in an RPG.</p>
<blockquote>
<p>Modern CRPG design philosophy, at least so far as I can grasp from interviews and games, seems to hold that it is a sin to make a player wade through the character generation process prior to letting them get to “the fun part.” Character generation should be as streamlined as possible, minimized, and preferably delayed until after the adventure started. Players want story and action, not to be confronted with statistics.
Hey, I get it. It makes sense. You are promised on the box a game of adventure and discovery. But it starts out with a screen of numbers and unfamiliar terms that you are somehow expected to assign, balance, and not shoot yourself in the foot by making a magic user with an intelligence so low he can only cast the beginner spells. Oh, and rolling dice to create a character? Letting chance dictate that your character may be underpowered? Extra bad with bad sauce!
...
Last week, I picked up Icewind Dale Complete, a late-90s RPG using the 2nd Edition Advanced Dungeons & Dragons rules. It is a less story-driven, more hack-and-slashy, and somewhat less famous little brother to Baldur’s Gate. It lets you create an entire party of six adventurers. Actually, it kinda requires it (I forget if it provides pre-generated parties, like its sequel). I thought I’d play through the first twenty minutes of the game, just to get a feel once again for a new (to me) old-school Bioware-style RPG experience.
As often happens with a good RPG, my quick trip to the fantasy world lasted considerably longer than I intended. Like, closer to two-and-a-half hours. At least half of that time was spent creating characters. I had no idea that much time had been passing, but I was completely entertained. And the random dice rolls were a big part of the entertainment factor. I was exploring the possibility space, trying to decide on the best arrangement of stats which, with a little bit of tweaking, could help describe someone filling a key role in my awesome adventuring party. It was challenging and gave me a gambler’s rush. I was having a blast, and I hadn’t even started “playing” yet.</p>
</blockquote>
<p>Yes, party building/planning is half the fun in any decent RPG. Of course in modern RPGs there's not much to build/plan in the first place.</p>
<p>Spotted at: <a href="http://www.rpgwatch.com/#15934">RPGWatch</a></p>
<blockquote>
<p>Modern CRPG design philosophy, at least so far as I can grasp from interviews and games, seems to hold that it is a sin to make a player wade through the character generation process prior to letting them get to “the fun part.” Character generation should be as streamlined as possible, minimized, and preferably delayed until after the adventure started. Players want story and action, not to be confronted with statistics.
Hey, I get it. It makes sense. You are promised on the box a game of adventure and discovery. But it starts out with a screen of numbers and unfamiliar terms that you are somehow expected to assign, balance, and not shoot yourself in the foot by making a magic user with an intelligence so low he can only cast the beginner spells. Oh, and rolling dice to create a character? Letting chance dictate that your character may be underpowered? Extra bad with bad sauce!
...
Last week, I picked up Icewind Dale Complete, a late-90s RPG using the 2nd Edition Advanced Dungeons & Dragons rules. It is a less story-driven, more hack-and-slashy, and somewhat less famous little brother to Baldur’s Gate. It lets you create an entire party of six adventurers. Actually, it kinda requires it (I forget if it provides pre-generated parties, like its sequel). I thought I’d play through the first twenty minutes of the game, just to get a feel once again for a new (to me) old-school Bioware-style RPG experience.
As often happens with a good RPG, my quick trip to the fantasy world lasted considerably longer than I intended. Like, closer to two-and-a-half hours. At least half of that time was spent creating characters. I had no idea that much time had been passing, but I was completely entertained. And the random dice rolls were a big part of the entertainment factor. I was exploring the possibility space, trying to decide on the best arrangement of stats which, with a little bit of tweaking, could help describe someone filling a key role in my awesome adventuring party. It was challenging and gave me a gambler’s rush. I was having a blast, and I hadn’t even started “playing” yet.</p>
</blockquote>
<p>Yes, party building/planning is half the fun in any decent RPG. Of course in modern RPGs there's not much to build/plan in the first place.</p>
<p>Spotted at: <a href="http://www.rpgwatch.com/#15934">RPGWatch</a></p>