[generic] Group Character Gen

Guvnor

The Guvnor
Staff member
#1
I really grokked Coriolis group character gen.
It had all sorts of loveliness for all sorts of games and I hereby adopt it for all my RPGs.

Love the sequence

Group concept
Pick a ship
Maybe mod ship
Pick a patron and a nemesis
Pick character concepts
Decide relationships between PCs
Do character gen

I'd need to switch in and out terminology, and probably need a big list of attitudes for relationships, but this will work with D&D, Traveller, Mythras and so on.
 
#2
Have you seen Smallville char gen?
That I have seen it is the gold standard. It's about all that is gold standard about Smallville like 😁

This sounds very interesting
 

Darran

Rune Priest
#3
I have been having great fun doing group character generation at the table at the start of the game with my Tales from the Loop games at conventions.

I have noticed it takes almost an hour with seven players plus me at the table but we are able to get a lot done in that time too.
From player introductions (it is a social game after all), char-gen, setting info, banter, Leaving the table to get refreshments, PC relationships, details on family life, system rules, examples of system use, equipment choices (they pick their bicycles 🚲 out!), and opening scenes from home. Phew!

I can’t imagine running games without it now.
 
#4
Though my taste tends towards the random (why NOT have two teleprinters in a Superhero team?) our mate Dave Smith came up with several methods for group generating a team for Golden Heroes. Eg. Instead of everybody rolling 4d6 drop one 4 times for attributes and being given 8 power rolls, the group of 4 players rolled 16 rolls for attributes and were given 32 power rolls to be allocated amongst four characters as they were rolled.
 

MartinP

Rune Priest
#6
I've taken to doing PbtA-style group character generation for my more serious con games (those games not over-the-top action powered by either Simon or Newt). For actual PbtA it's as expected with setting up hooks/strings/hx/whatever. For Fate, I give two aspects to each character representing relationships to other characters, and let the players decide who they point at. It works really well to get the players setting up backstory and extended relationships from a sentence or two.
 
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