Interesting... you must hate ShadowRun creation system then...James Maliszewski said:Still, for those of us who've played these games for three decades or more, it can be disappointing to see the older understanding of character disappear. I still prefer to roll up my characters randomly and run with them, seeing them live - or die - as a result of the choices I make. There are, at the start, no grand plans or extensive backstories, just some ability scores, a name, and a willingness to let the character tell me who he is as I use him to experience an imaginary world.
Sometimes, it's true, this approach yields few or unsatisfying results, but, when it works - and it often does - the resulting character is one I'd never have created through planning beforehand. He feels like someone real, or at least as real as you find in novels and movies. That's good enough for me; here's hoping I'm not the only one who feels this way.
It didn't, but it was the closest to an RPG that an eletronic game could get by the time, thus they gained the denomination "japanese eletronic RPG". It is not the SAME THING as a tabltop RPG, it just took the basic ideas, setting, combat based more on thinking than on skill... it took elements from tabletop RPGs. Of course it will be limited when compared to their tabletop counterparts when it comes to interpretation, but that's how eletronic videogames were, really. They were minimalistic. Action games didn't really have a lot of action, they just had as much action as they could possibly put in a videogame with the technology they had.Talvrae said:Andrey... you forget that in the old DnD you could play the character, you could interpret give him a personallity as you wish, that wasnt dice generated.... JRPG never allowed that in any way... selecting actions in combat and inventory menagement dont make a RPG... If it was the case Bioshock would be a RPG, adventure games would be RPG...
It isn't. Paranoia uses that mechanism to this very day. For good reason, because in Paranoia the emphasis is on player character conflict -- so it helps if the referee can design the characters in such a way that they have built-in reasons to want to get rid of each other.James Maliszewski said:Although the 1974 version of D&D is probably unique in making the referee rather than the player the creator of characters
Would be curious to see more about all that.... And i do want to hear the result lol...The_root_of_all_evil said:Traveller also had that fun part where sometimes you'd die during character creation.
But for sheer character creation, nothing beats Rolemaster where experienced players still take 2 hours to develop a level 1 character.
Said game also had Critical Miss tables for Giving Birth as well...and, oh god, do you NEVER want to hear the results.