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Lifepath V0.2
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Dave M  
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 More options Jun 12 2008, 12:22 pm
From: "Dave M" <dinden...@gmail.com>
Date: Thu, 12 Jun 2008 10:22:21 -0600
Local: Thurs, Jun 12 2008 12:22 pm
Subject: [crngames] Lifepath V0.2
All,
  I did some cleanup for readability and would like some feedback:
http://tsoy.crngames.com/Dave%27s_Life_Path_System

There are some design assumptions built into this system:
1) The system should create "adventure"-type characters.
2) The system should create characters that are mostly compatible with
each other and less likely to kill each other on sight
3) The Species, Culture, Childhood and Education Paths should allow as
many choices as possible with increasingly more limited lists as the
character advances through the paths.

  I am looking for very specific feedback at this point:
Do the Keys, Secrets and Abilities match the path taken? That is, are
there any that are missing or superfluous to the path indicated?

  I want to focus on the mechanical variations of this Lifepath system
first. Then come back and re-write the descriptions to match the
characters that this system actually creates.
  Does that make sense? Can you take a look and tell me what you think please?
  I am not married to any part of this Life Path system at this point,
so Any and all suggestions are welcome.
--
Dave M
DInDen...@gmail.com


 
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Eero Tuovinen  
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 More options Jun 12 2008, 12:36 pm
From: "Eero Tuovinen" <eero.tuovi...@arkkikivi.net>
Date: Thu, 12 Jun 2008 19:36:25 +0300 (EEST)
Local: Thurs, Jun 12 2008 12:36 pm
Subject: Re: Lifepath V0.2

On To 12.6.2008 19:22, Dave M kirjoitti:

>   I am looking for very specific feedback at this point:
> Do the Keys, Secrets and Abilities match the path taken? That is, are
> there any that are missing or superfluous to the path indicated?

To tell the truth, this set-up based on long, long lists isn't doing it
for me. Have you considered simply saying that the player can pick any
Ability/Secret/Key and have the SG verify that it suits the background in
question?

Which is a constructive way of saying that I couldn't really say which
bits of the list are extraneous and what might be missing. Depends
entirely on what kind of characters you want to create.

One potentially interesting approach here would be to make the choice
randomized, by the way - that I could get behind, as then the player
wouldn't need to go through this long list of approved contents to pick
something for his character. A randomized character could actually be
pretty interesting to play, now that I think about it...

Another approach would be to condense the lists considerably - I wouldn't
have more than five options per category myself, actually. Any more than
that will have so much choice that you might as well let the player name
any "suitable" Ability. If the player decided in the first place that he
wants his character to be a slave, surely he won't need a list to tell him
which Abilities are permissible for a slave, for example.

Eero


 
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Dave M  
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 More options Jun 12 2008, 12:45 pm
From: "Dave M" <dinden...@gmail.com>
Date: Thu, 12 Jun 2008 10:45:01 -0600
Local: Thurs, Jun 12 2008 12:45 pm
Subject: Re: [crngames] Re: Lifepath V0.2
Eero,
  Thanks for the quick reply. I guess I am trying to guide the payers
into the right mindset for this game. Trying to avoid D&D-isms of my
character is a Gandalf clone or whatever.
  Honestly, I think the "you can make any character" approach might
not work with my group. I don't think they are going to read the book
before character generation, so I want to be able to introduce some of
the setting in a way that is more approachable. And also try and come
up with characters that match the backgrounds that the players
describe.
  I do see what you are saying and will take those suggestions to
heart in the next revisions (less is more).
  Laundry lists aside, do you like the overall flow of the paths, do
they evoke a Near feeling in your mind's eye? Or am I missing a "cool"
element of the setting in there somewhere?
Dave M

On Thu, Jun 12, 2008 at 10:36 AM, Eero Tuovinen

--
Dave M
DInDen...@gmail.com

 
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Eero Tuovinen  
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 More options Jun 12 2008, 1:04 pm
From: "Eero Tuovinen" <eero.tuovi...@arkkikivi.net>
Date: Thu, 12 Jun 2008 20:04:05 +0300 (EEST)
Local: Thurs, Jun 12 2008 1:04 pm
Subject: Re: Lifepath V0.2

On To 12.6.2008 19:45, Dave M kirjoitti:

>   Laundry lists aside, do you like the overall flow of the paths, do
> they evoke a Near feeling in your mind's eye? Or am I missing a "cool"
> element of the setting in there somewhere?

Well, speaking for that, you seem to be largely missing a shamanistic
religious background, which is a big deal in Qek, especially. Although I
guess that might go under "apprentice".

Also, one thing you might want to seriously consider is having a generic
crunch list the player can pick from at any point. At least it seems to me
that the actual information is drowned out here by all the common options.
The elf Ability list alone has what, 24 Abilities, of which one is
actually elf-specific and the rest are just there because they're
"allowed" for elves. This might be swell if you created a computer
application for chargen, but here you might be just making things
difficult for little reason.

(Speaking of elves, they don't even go through a childhood and other life
phases in a conventional manner; unless you're playing a very young elf,
those parts of life are so far in the past that they hold no relevance for
who or what the elf is. Might cause some cognitive dissonance for making
elves in this system.)

But other than that, I'm curious - have you done chargen for TSoY earlier?
I'm not trying to tell you what is the right way to do it, but I've
personally found that the crunch is actually pretty well controlled by the
confluence of species and culture; if the player chooses character species
and culture first, then he has these pretty well-contained sets of crunch
to pick from. I haven't found that the amount of choice would be
particularly crippling. Usually players just read through the half a dozen
key points about their character's culture and pick some of the most
obviously cool features for their character. The actual deeper development
of the character then happens in play.

Of course I'll be interested to read an actual play report on how your
chargen system does, if you get around to trying it.

Eero


 
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Judd Goswick  
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 More options Jun 12 2008, 1:36 pm
From: "Judd Goswick" <steelh...@gmail.com>
Date: Thu, 12 Jun 2008 13:36:33 -0400
Local: Thurs, Jun 12 2008 1:36 pm
Subject: Re: [crngames] Lifepath V0.2

One thing I noted was the use of "Zeru" as opposed to "Zaru".  Is that a
typo or was the name changed to avoid some unintended meaning?

On Thu, Jun 12, 2008 at 12:22 PM, Dave M <dinden...@gmail.com> wrote:
>   I did some cleanup for readability and would like some feedback:
> http://tsoy.crngames.com/Dave%27s_Life_Path_System

--
Judd M. Goswick

 
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Dave M  
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 More options Jun 12 2008, 3:16 pm
From: "Dave M" <dinden...@gmail.com>
Date: Thu, 12 Jun 2008 13:16:04 -0600
Local: Thurs, Jun 12 2008 3:16 pm
Subject: Re: [crngames] Re: Lifepath V0.2
Judd,
  That was a typo, thanks for the heads up!
Dave M

On Thu, Jun 12, 2008 at 11:36 AM, Judd Goswick <steelh...@gmail.com> wrote:
> One thing I noted was the use of "Zeru" as opposed to "Zaru".  Is that a
> typo or was the name changed to avoid some unintended meaning?

> On Thu, Jun 12, 2008 at 12:22 PM, Dave M <dinden...@gmail.com> wrote:

>>   I did some cleanup for readability and would like some feedback:
>> http://tsoy.crngames.com/Dave%27s_Life_Path_System

> --
> Judd M. Goswick

--
Dave M
DInDen...@gmail.com

 
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Dave M  
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 More options Jun 12 2008, 3:25 pm
From: "Dave M" <dinden...@gmail.com>
Date: Thu, 12 Jun 2008 13:25:19 -0600
Local: Thurs, Jun 12 2008 3:25 pm
Subject: Re: [crngames] Re: Lifepath V0.2
Eero,
  I have messed around with Chargen before in SoY. And to be honest, I
think it is simple and elegant.
  But, my concern is that I know my players won't read the game before
chargen and that they won't absorb enough of it during chargen for
Maldor to be any more or less meaningful to them than Amani.
  So, what I am trying to do is find a way to capture the essence of
these choices in bite-sized pieces and lay it out for the group in a
logical way that is easy to digest. I wouldn't make this system
mandatory (that would be my approach, this is how to make a character,
or you can use this lifepath), but I want it to be a working, fairly
balanced system to help my players see the world in a graduated way.
Does that make sense?
  And I'll go back and look at the Qek more closely. They don't do
anything for me so I just sort of hand-waved them. Thanks!
Dave M

On Thu, Jun 12, 2008 at 11:04 AM, Eero Tuovinen

--
Dave M
DInDen...@gmail.com

 
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