alexlovesinxile wrote:paultakeda wrote: By making a background selection allocate attributes and skills you have done nothing but create a macro to allocate points.
Well that's utter hyperbole.
The point of the 'archetype' is to supply a narrative that builds upon the stats you pick. It's not merely putting points into medicine and having your narrative amount to, "You're good at medicine."
I don't like the "Archetype" concept. The skills are what make the man so to speak. Thats why I spoke of having seperate "background" elements. In my case I was suggesting they be used somewhat as the macro to allocate points as well, but that you can then change that up and down if you so choose.
For me the most important aspect was allowing that extra bit of character based off the history. So their would be tests/quests etc that are based purely off the skill itself. Ie it doesn't matter what your background is, do you have the skill to do the job! But in some cases you might have certain speech and maybe even quests that come about because of the selected background.
Does that make sense?
alexlovesinxile wrote:paultakeda wrote: Stats like gender, nationality, birthplace, etc. establish and describe far more than you seem to think.
If any of those were to provide a narrative to the degree to which I'm proposing, then the only difference between your proposal and mine is that mine tells you more about your character up front. Maybe that's not a good thing. However, your point seems to be that these things have narrative repercussions, as oppose to (virtually) none. I agree.
See part of the problem here is the level of narrative being proposed, some of us don't want to be "dictated to" in regards to our characters, so the background is not the sort of thing that "creates a quest" it just allows you to be involved in a quest.
alexlovesinxile wrote:paultakeda wrote: The personal narrative of a character can never be captured and implemented in a game but a character sheet can leave space for it for the player's satisfaction.
Considering it's just as impossible to completely replace a personal narrative as it is to completely capture one: 1) I don't think it a fools errand to emulate personal narrative, and 2) If the archetype model were implemented, space for personal narrative would still be there. It's a game. Games emulate. Question is: to what extent?
As above, it is the degree of personal narrative. These are our PC's we want them our way. That means no "Story Quests" about their origins etc that are provided to us on a platter. However having the backgrounds affect the existing quests is good.