Simple Vs Complex Character creation
I'm currently reading Sword of the Iron Throne since I read it has an interesting combat system and I was struct by how complex it's character creation process is compared to, well, to what it could be.
There's a few games I can think of that have not only rules for how many points you can put on the sheet but elaborate rules on how you arrive at this final point layout or rules on how many points you get. I'm thinking ars magica, rogue trader, among others.
Until recently I had kind of taken for granted that the more straightforward character creation process could be made the better. But that might not be a given, I just can't really grasp what might be so advantageous about making a game out of character creation itself. Any thoughts?
Posted Feb 5, 2018, 12:11 AM UTC
It all depends on what type of game you are making. If you are making a tactical combat game some basic simplifications like classes and levels both speed up play and make system balance much more practical. If you are making a free flowing narrative framework for collaborative storytelling a complicated and rigid character creation system is just going to get in the way.
On the other hand, if you are attempting to make a detailed world simulating engine, character creation and progression may benefit from using the same level of structured detail found elsewhere in the game. Ars Magica, for example, is mostly devoted to tracking character and world development over decades or centuries while allowing players to periodically drop into their world and interact with it in character. Its certainly not the sort of game everyone would enjoy, but it definitely has a niche.