Skip to content


Character Creation W/ Humanizing Stories

Skills, Attributes, Combat, Party-based Gameplay and other Mechanics

Moderator: Rangers


Re: Character Creation W/ Humanizing Stories

Postby Woolfe » May 9th, 2012, 4:29 pm

Exactly. I love how he highlights the skills the character doesn't have. Because they are just as important to creating the character as the ones he does have.

This is kind of what I do, altho sometimes it is a bit more fluid than that. But this is the essence of the character creation for me.

I am curious as to whether they will attempt to balance the stats a bit better, or let the IQ issue ride....
User avatar
Woolfe
 
Posts: 2434
Joined: March 22nd, 2012, 5:42 pm


Re: Character Creation W/ Humanizing Stories

Postby Ronin73 » May 30th, 2012, 5:35 pm

I'm going to bump this thread in some people missed it. Some good reading and discussion in here.

Bravo to everyone who contributed.

Expanding on the character background discussion a little. What if the skill the initial purchase costs coincided with the chosen background. So for example all the skills in Wasteland 2 are placed in relevant category, say weapons,medical,subtle and diplomacy (just examples, obviously there could be a lot more). Now using the medic background (used as an example in this topic) that character could purchase skills associated with the medical category at a base or lower cost, but if he or she wanted to cross train in something from the weapon category the initial cost would be higher and obviously the category costs would vary from character to character, depending on their background. I am assuming that the intelligence = skill points concept from the original Wasteland is still in play here.

I honestly have no idea if this would work or is even viable, but thought I'd throw it there anyway :)
The biggest failure in the recent past is this assumption that the audience is not smart.Too much effort is being spent making it dummy proof..all the clues are being held right in front of their nose.The exploration and journey is the reward

Brian Fargo
User avatar
Ronin73
 
Posts: 661
Joined: April 3rd, 2012, 4:35 pm


Re: Character Creation W/ Humanizing Stories

Postby Zombra » May 30th, 2012, 11:54 pm

Good god. I'm not reading all that :)

Well ... maybe when I go back to the office next week ...
Image
"I don't care about the mass market." - Brian Fargo
User avatar
Zombra
 
Posts: 1481
Joined: March 8th, 2012, 10:50 pm


Re: Character Creation W/ Humanizing Stories

Postby Lucius » May 31st, 2012, 6:00 am

Zombra wrote:Good god. I'm not reading all that :)

Well ... maybe when I go back to the office next week ...

Everything after page 4 is really just bickering and can probably be skipped. The best ideas are on the first 3 pages I think.
User avatar
Lucius
 
Posts: 950
Joined: March 9th, 2012, 6:43 pm


Re: Character Creation W/ Humanizing Stories

Postby paultakeda » May 31st, 2012, 6:54 am

Lucius wrote:
Zombra wrote:Good god. I'm not reading all that :)

Well ... maybe when I go back to the office next week ...

Everything after page 4 is really just bickering and can probably be skipped. The best ideas are on the first 3 pages I think.

Yeah, it's a lot of that on page 5 and 6 (and I admit to be one of the bickering ninnies) but it gets back on track on page 7.
User avatar
paultakeda
 
Posts: 1534
Joined: March 14th, 2012, 1:47 pm
Location: At the Ag Center, roaring like an animal!


Re: Character Creation W/ Humanizing Stories

Postby happyinmyhead » June 3rd, 2012, 7:08 pm

OK, well, I just skimmed through all this, didn't see anything like this so here are my suggestions to humanize one's characters.

1. Wasteland is a pure role play game. Provide a place where we can literally type up a background story for our characters, allowing us to edit and add to it as we please just so we keep our thoughts strait.

2. (Using fallout lingo) I believe the addition of character "perks" would be awesome.
These perks would not be randomized, like with stats, but selected by the player (with so many required to be chosen) at the very beginning and then locked, promotions may be implemented for character progression either by slowly pecking away at negative affects of a perk OR by slowly acquiring a new perk.

--Brief, ill thought out example:
-blind: cant see, accuracy with all ranged weapons goes down the toilet and perception decreases, but has great hearing and therefore increased___
-deaf: cant hear, decreased perception, but increased guns capabilities since he can ignore the loud noises
-pacifist: will refuse to attack any human(oid) enemy, but is really good with negotiation.
-extreme pacifist: will refuse to (or is unable to) attack any enemy, but is really good with negotiation and has increased medical and support abilities.
-racist: npc characters another race may leave your party or attack your group (targeting this character specifically), may refuse to give another race medical attention, but this character has increased fighting damage against people.
-camper: increased stats for___ but ___
-body builder: increased strength and can be intimidating (some enemies may flee), but greatly decreased agility.

Point being each of these has a pro and con, creating both interesting strategy and characters with some level of depth beyond the player's imagination

3. Design NPCs to act, in some way, as a "foil" for your own characters. Be it in the way characters in the party react to each others perks, or in some other, similar way.

4. beter NPC interaction period. I often found myself feeling just a tad confused or uninformed in Wasteland. Improved interaction with npcs could help. (e.g. fuller explanations of situations, more information given about an npc, more pacifistic interaction choices like negotiate for the first few rounds in battle.)

5. periodically, forcibly separate characters. Like one fell in a hole or is separated temporarily somehow. Letting the player control a single character for a minute or two may provide opportunity for choices that help develop the player's character. Ending with the group reuniting or the character's death.



SOOOOO..... ya, any thoughts on these ideas? My goal is to somehow enhance a pure rpg experience by this
happyinmyhead
 
Posts: 17
Joined: May 27th, 2012, 6:12 pm

Previous

Return to Board index

Return to Game Mechanics

Who is online

Users browsing this forum: Google [Bot], Priest4hire and 2 guests