I used to have a GM that would start the first game session with dishing out about 5 pages of questions about your character. The format was sort of question followed by about 10 lines of space then next question and so on. I cannot remember the actual questions except the very last one which was “What would your character sell his soul for?“
I used to detest these questions. For a start I rarely know my characters personality when I sit down to play. I tend to have an idea of what I want to play but I am heavily influenced by the other players characters and the first adventure.
It is not the actual questioning I objected to but the timing of it. During that first session there is so much to take in, you could be getting to grasp with an entirely new setting, your new character, new party members, a new mission and possibly new rules or variations on the rules you thought you knew.
What brings this all to mind are twofold.
- Spectre771 mentioned in a comment to my last post about the differentiation between experienced players and newer less experienced players.
- My reading of the 7th Sea rules.
One of the things that my Rolemaster house rules always share is that character generation is always diceless. In RMC I use fixed #hits and point buy stats. In RMU hits are skill based, not rolled, and there is a core rule for point buying stats. Spell acquisition is skill based in both games although using different methods but the net effect is the same. If you know my house rules then you can create your character well in advance. For me it means that I can then devote my time and effort to any new players who cannot be left to create a character without some support.
7th Sea is also a diceless character generation system, you just pick options at each stage to create your hero. It is exceptionally quick and easy but lacks much of the detail and granularity of RM.
The stand out difference is that 7th Sea starts with 20 questions. These start with objective things like What Nation is your Hero from? and progress through things like What are your Hero’s highest ambitions? and What is your Hero’s opinion of his country? to eventually end up with What does your Hero think of Sorcery?
The fundamental difference between these questions and my old GM’s questions is that of timing. I can give out the 7th Sea questions along with a primer on my setting, nations and game world long before the game starts. That way you get to think about the sort of character you want to play in your own time. You can answer the questions then go back and change your mind. The answers you come up with then turn into a blue print to use in creating your character.
Adopting the same technique for Rolemaster, particularly with new players, has massive advantages. For really new players coming to RPGs for the first time the difference between Roll play and Role play are not always clear in their minds, particularly if they are coming from a wargaming background where the use of dice for combat resolution is an idea they are comfortable with.
I don’t see this just as a structure for new players either. It doesn’t hurt to give it to experienced players. My group have a tendency to slip into the same old personalities again and again. I get my players to create a post-it sized personality description which is stuck on the front of their character sheets. At the start of every session I ask them to read it to themselves as a reminder. If they tell me they do something that I think would be seriously out of character then I will ask them to read their post-it and then reconsider. Sometimes they read it and then insist that they are happy with their original choice, others they retract the action and do things differently because the character simply would not rip the innocent bartenders fingernails out just to get the address of an informant.
The 20 7th Sea questions do not take up any game time as they happen before the first game session but they make creating that personality prompt post-it much easier. It also makes creating a character with a new player easier too. As a guiding GM with a new player if you know what the player wants to play it is easier to help them achieve that. This is doubly true with a fully expanded RM2 I would say.
If you want I will list the 20 questions but I would also suggest that you create your own and make them setting specific. For modern espionage settings (I’m looking at you Intothatdarkness) you could style it like a psych evaluation. For shadow world if you have already decided on your characters starting location then you can add in cultural influences or drop in questions to hint at the Unlife or if everyone is going to be Gryphon College trained then twist things to reflect their world view.
Any thoughts? Do you want to see the questions?