I've always thought that's the way to go. When I create a character, the nuts and bolts numbers, abilities and skills, and equipment and money... that's the easy part. I play several different systems and I don't consider any of them (well, maybe Palladium) to have character creations that are too long. The fun part is background, personality, goals, and skeletons in the closet. I always give the GM something that he can use in my characters backstory. Usually not to my benefit (they generally use it to screw with me, but when I GM I do the same,) but it creates a more personal adventure for me AND my comrades.VoidWanderer said:So... templates?
The thing I love about RPGs is coming up with interesting characters within a stereotype, giving them a background and a goal to try and achieve.
Deadlands (my favorite pnp game) has a great character creation process. It's class and level-less with plenty of character type "templates" to give new players an idea of what a type of character may need. A gunfighter will have fairly different skills than a mad scientist or a priest, but then again there's no reason a preacher can't be fast with with a .45. You just might have to sacrifice a couple of other things for the skills. But where Deadlands shines in character creation in 3 sections. First is a section called Edges and Hinderances where you can beat your character up with flaws to boost other abilities. Edges help you, and properly role-playing Hindrances is worth xp. Second, in drawing for ability scores (a deck of cards is used) some of the cards worth the best scores come with random problems of their own (a more powerful starting character may wind up with a dangerous supernatural foe, or a mysterious unlucky streak... etc.) And thirdly, each character sheet has a section called "My Worst Nightmare." That's EXACTLY what it sounds like and any good GM makes it manditory.