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Smoot member, 168 posts Sun 26 Feb 2023 at 16:51 |
(A lot of older grab-and-go modules and such did that. Haven't seen it much lately, more like templates.) Assume there's 1-2 more PCs written up than there are players, so while there's some first-come-first-served involved, the last one to choose doesn't end up with junk. | |||
Sir Swindle member, 374 posts Sun 26 Feb 2023 at 17:07 |
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donsr member, 2787 posts Sun 26 Feb 2023 at 17:18 |
My games you build the character and they grow, with actions and RP...some of the games I am in are like that as well. But presets are good for table top to sane time if your aren't in a campaign | |||
bigbadron moderator, 16159 posts He's big, he's bad, but mostly he's Ron. Sun 26 Feb 2023 at 17:21 |
I only created the basic mechanical stats for each character. Name, gender, personality, cascade skills... were all left up to the players. So I'd probably apply to a game that used pregens, depending on the system and the game concept. | |||
nauthiz subscriber, 765 posts Sun 26 Feb 2023 at 19:02 |
If it's intended to be something akin to a "one shot" as you mentioned, I think there'd be more traction than doing the same for an open ended game or full campaign module situation. There might be better reception if the pre-gens have some room for customization. The basic outline is there, but there's room for some skill or ability or equipment choices, either by using the generation rules or being able to pick from several pre-generated options. Still, you're going to have some folks who will always want something they had a say in from the ground up. However there's been plenty of games I've been in where a new player steps in to take over an existing character, which is similar enough to a pre-gens. So there is a playerbase who may be interested in such a proposal as the one you're requesting feedback on. | |||
BlessedOracle member, 13 posts Sun 26 Feb 2023 at 19:16 |
So you could set up some templates that the players could choose from, with options to customize them to the players preferences. One big benefit of pregens is allowing players who have never played the game pick it up without having to worry about building a good character for the game. So if there was a game with pregen characters that I've never played and the GM is willing to help teach the rules, I might go for it. This message was last edited by the user at 19:18, Sun 26 Feb. | |||
LaughingKefka member, 7 posts Sun 26 Feb 2023 at 19:20 |
Then again, I build my characters in particular ways which vary from character to character, but whatever method whim has inspired me to use at a given moment, there's always some core concept or element that I'm interested in exploring. There's no guarantee I get that if I'm slotting my brain into someone else's ideas and numbers. Someone with different priorities is likely to give a different answer. | |||
Greymist member, 31 posts Mon 27 Feb 2023 at 03:20 |
This is assuming that there would be some leeway in playing the PC's personality. | |||
Gaffer member, 1771 posts Ocoee FL 45 yrs of RPGs Mon 27 Feb 2023 at 04:50 |
I came to RPGs 50 years ago from a theater background, acting and directing. So, being cast in an already-written role was second nature. And I’ve played in a lot of con events for the last thirty years where preens are the norm. That said, it’s up to the game runner/author to give me a good character to portray and one significant to the story. I don’t want a cookie cutter FBI Man #3. And I really don’t want some rolled-randomly first level farm boy. Give me Dread Pirate Roberts. It’s a plus if I can provide some back story and a must to have mostly Free rein with personality and characterization. | |||
Korentin_Black member, 584 posts I remember when all this was just fields... Mon 27 Feb 2023 at 04:53 |
I think I'd be more likely to go for it if it was set up a bit like Feng Shui. Basically, the general shape of the character is set out along with key skills, but you've got a few discretionary points and you can sort out a lot of their story for yourself. Kind of a middle ground really - although I grant you, it's easier to fit a character into a Feng Shui group, because the 'story' such as it is exists entirely to move you between awesome fight scenes. ^_^ | |||
facemaker329 member, 7437 posts Gaming for over 40 years, and counting! Mon 27 Feb 2023 at 06:21 |
I got into gaming long before I got into theater, but in both cases, having a character that I could enjoy in some way makes all the difference in how fun the experience is. If it was a system with which I'm not familiar, a pre-gen could be nice just to help get the game rolling faster (granted, I'd want some latitude for making it MY character, as opposed to A character I'm just playing...and some explanation of just how good or not good the character is, based on the stats). If it's a game I enjoy and it's going to be a quick one-off adventure, pre-gens are nice because I don't feel like I'm investing a ton of time into building a character that's only going to be used for a few months, at best...I'd still want to be able to tweak it a little bit, though. That was one of the things I loved about the old WEG Star Wars D6 rules...they had templates, plus rules for tweaking the template to be more what you wanted, and I could take someone who had never played RPGs before in their life and have them up and running in a Star Wars game in an hour or so, which is a far cry from any of the other systems I've tried in the last five to ten years. | |||
ladysharlyne subscriber, 3626 posts Member before Oct 2005 Been here for appx 20 yrs Mon 27 Feb 2023 at 06:27 |
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drew0500 member, 236 posts D&D Gamer Eclipse Classless Mon 27 Feb 2023 at 06:55 |
Pregens with leeway to modify or alter the selections should be allowed. A reasonable backstory/background or what they've accomplished should help the player pick up the concept of the character. Having watched players take upwards of 3 months to build a character, I can definitely see the appeal of a pre-made. I've also watched players create characters that did not fit the campaign setting, game theme, or otherwise be a good fit for a game. That said, I think the GM should set clear expectations, and maybe have a couple of useful Pre-Gens ready to go for a new player (Or run the pre-gen while they work on their 'perfect' build). Anything to get a game up and running smoothly and keep the initial momentum. | |||
StarMaster member, 400 posts Mon 27 Feb 2023 at 07:28 |
I got handed the old retired general who was clashing with the new young upstart general. I'd have to say that was the most fun I've ever had in a role-playing game. 3 months later at another convention, the other player saw me and said 'I should have challenged you to a duel!' My instant response was 'I'd have kicked your ass!' After all that time, we were right back into those characters! What I guess it gets down to is you get out of the pregen only what you put into it. So, while I like being able to tweak and customize a character, I just never put that kind of depth into it up front but let it evolve naturally. Never played that tournament character ever again, never had any expectations to, but it was still a lot of fun. By the way, that GM was Jean Rabe. | |||
Hunter member, 1897 posts Captain Oblivious! Lurker Mon 27 Feb 2023 at 13:25 |
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Waxahachie member, 179 posts The horn that wakes the sleepers Tue 28 Feb 2023 at 16:17 |
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moonbunny member, 6 posts Tue 28 Feb 2023 at 20:02 |
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glaxton member, 23 posts I love... CAKE! Tue 28 Feb 2023 at 20:07 |
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DeeYin member, 46 posts Tue 28 Feb 2023 at 20:37 |
It's fine to have restrictions on creation, like 'we need a spellcaster, or we are looking for someone with medical skills, or we allow humans only', but a fully created character is just a turn-off. This message was last edited by the user at 20:38, Tue 28 Feb. |
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