Weird Chargen Question

SibKhatru

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#1
Let's say that input from players and developer work has brought to an impasse. Suppose the following:

1. Each player has a PC from a different homeland.
2a. Homeland could be chosen but then locked out for other players to choose. Downside: who chooses first? Second? etc. (random?)
2b. Homeland could be randomly rolled for, but future rolls would need to disallow repeat. Downside: gets clunky.
2c. Homeland cannot be based on a unique card draw/chit draw/etc. Downside: fiat decision, no fiddly bits allowed.
2d. Varied "homeland" character sheets could be used (sort of a PbtA thing, stealing the notion of "playbooks" -- but there is some criticism of this extra if the only driving element is homeland variation.
2e. Bidding (what?) build points for first choice, etc.
3. Is there a good reference RPG that has something like this?
4. Is there an easy solution with a d100 table or a matrix sort of thing, like a d10xd10 or d6xd6 type of thing, which would push dice roll results into categories "open" (i.e., away from others already allocated)?

Any thoughts?
 

The Benj

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#2
If you want random with options getting locked out, cards are the answer. *shrug*
No reason you can't just use regular playing cards and a reference table though.
 

Xander

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#5
Why is it so important that homeland is not duplicated?

Probably letting players choose in order by die roll or other agreed method is easiest - how many players will you have?

Are there bad homelands that a player wouldn't want to have?
 

Tadatsune

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#6
Go with the cards.

Groups that really don't want to do the random thing can just converse and agree on who gets what card anyway.
 
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steenan

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Validated User
#9
Is there a need for special mechanics here?

Many PbtA games have an assumption that playbooks are unique and you can't have more than one character using the same playbook at the same time. But there are no additional rules for choosing. As long as the game is not very competitive and the number of options is significantly larger than the number of players, groups don't have any problem with handling that. And in a rare case when two players want the same playbook, they may just flip a coin or roll a die to decide.
 
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