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Ja§on
10-08-2008, 02:48 PM
What if you were to play in a Supers game, the opening of which consisted of the PCs emerging from a long period of unremembered time, with abilities they had not had before, and which they only gradually discovered after their awakening?
Would you want to fully create the character yourself, then roleplay the ignorance/surprise?
Would you want to create the non-powered version of the character and leave it to the GM to provide and reveal powers?
Would you rather take a fully GM-made character (although possibly custom-made for you), read up on their pre-amnesia life and then pick up at emergence point?
How about creating the complete, non-powered version of the character, rolling or designing the basic gist of some abilities (or maybe a couple sets, just to keep you guessing on what would emerge), and then leave the specifics of the powers and their emergence to unfold?

Anyone?

Imaginos
10-08-2008, 03:14 PM
Okay, a clarification first.

the opening of which consisted of the PCs emerging from a long period of unremembered time, with abilities they had not had before, and which they only gradually discovered after their awakening?

Are you saying that the characters don't remember anything prior to being granted powers, as in they don't know who they were? Or are they just ignorant of their powers, but knew who they are? In other words, do they know what skills and such they have, or are they completely oblivious until they realize "Hey, I can pick locks!"

Assuming the they know who they are, but the powers are a surprise, I'd rather build the normal version, then let the GM surprise me with the powers. I might want some input as to a general role though (I want to be a melee scrapper type, or whatnot). If they are completely oblivious to who they are, then I'd just as soon have complete GM character creation (again with the caveat of having some input on general role).

baldingfatman
10-08-2008, 03:15 PM
I would want to create the pre-amnesia character and let the GM pick and slowly reveal the powers in play.

I did something almost like this for a PBEM once. The characters all started out as non-powered humans, with the players understanding that they would be empowered by a common event in play. The players created the non-powered versions of their characters.

One of the players chose his characters powers beforehand. Three allowed me to choose and slowly reveal their character's powers, but with some limited restrictions beforehand (two stated they wanted their characters to have some kind of mental powers, one stated that he wanted some form of super-invention ability), and the last three players allowed me to choose whatever powers I wanted for their characters with no restrictions.

All in all, the players were pretty satisfied with what I came up with for their characters. One of the two who wanted mental powers was a little uncertain at first how his powers really fit the character, but he figured it out as we went along and was pretty happy.

Stephane
10-08-2008, 03:30 PM
Depends on the GM and the game. I would likely have a non-powered character built to know what kind of character I would be playing. Something that the GM can possibly use powers for. I might decide to veto some kinds of powers or not.

I'm generally fairly flexible as a player so I don't see an issue with

Ja§on
10-08-2008, 03:36 PM
Okay, a clarification first.
The characters start the game with memories of complete, mundane lives up until about 18 months ago. They have no idea what has happened in that time, and will not be aware of any powers until manifesting them.

Imaginos
10-08-2008, 03:38 PM
In that case:

Assuming the they know who they are, but the powers are a surprise, I'd rather build the normal version, then let the GM surprise me with the powers. I might want some input as to a general role though (I want to be a melee scrapper type, or whatnot).

Ja§on
10-08-2008, 04:19 PM
Cool. I'm brainstorming and writing up plot trees during my train commutes this week for an epic supers campaign that encompasses a bunch of ideas I've toyed with over the last several years.

Not that I'm ever likely to have time to run this, and certainly not in the next several months, but I do value the opinion of the thoughtful and dedicated gamers hereabouts.

AnotherSKip
10-09-2008, 09:17 AM
a background detail for my campaign is Superheroes post WWII had to fly off to outer space to hold off an alien attack that was suppposed to enslave the Earth after weakening it by instigating WWII. Needless to say the aliens lost but most of the superheroes didn't return until 1973. (though there were a few furloughs, Captain Am returned in 1960 just in time to face off against a giant Japanese monster and found the Europa Finess (~= JLA Europe)

DSumner
10-09-2008, 09:24 AM
Personally, I'd like to work WITH the GM to create a character I'd like to play. I'd say the GM should define the parameters of how powerful the characters could be, and any restrictions on them, then the players should give the GM a rough idea of what type of character they wish to play, and work out their background and skills. After that, let the GM work out the PCs specific powers, an slowly reveal them over the course of the game.

hidufel
10-09-2008, 10:30 AM
I would want to create the pre-amnesia character and let the GM pick and slowly reveal the powers in play.

I did something almost like this for a PBEM once. The characters all started out as non-powered humans, with the players understanding that they would be empowered by a common event in play. The players created the non-powered versions of their characters.

One of the players chose his characters powers beforehand. Three allowed me to choose and slowly reveal their character's powers, but with some limited restrictions beforehand (two stated they wanted their characters to have some kind of mental powers, one stated that he wanted some form of super-invention ability), and the last three players allowed me to choose whatever powers I wanted for their characters with no restrictions.

All in all, the players were pretty satisfied with what I came up with for their characters. One of the two who wanted mental powers was a little uncertain at first how his powers really fit the character, but he figured it out as we went along and was pretty happy.

This eerily similar to what i have planned for a game. Group of people with no powers, empowered by common event, with me slowly revealing their powers.

baldingfatman
10-09-2008, 12:48 PM
This eerily similar to what i have planned for a game. Group of people with no powers, empowered by common event, with me slowly revealing their powers.
Unfortunately for my players, their villainous opponents already had superhuman abilities before the players ever got theirs. So the first few chapters of the game was a challenge for them just to survive long enough to get to the event where they got powers.

But they found it very satisfying that first time the villains engaged them, expecting to send them running again, only to have the PCs manifest their powers and send the bad guys into retreat instead.

AnotherSKip
10-09-2008, 10:52 PM
Generally some direction would be preferred.

I'm Probably confusing Doc Foom by my desire to fight but giving the opposition opportunities to strike me. :)

Justice
10-10-2008, 03:56 AM
I think I would like to give the GM parameters very broadly of what I would like to play, but have my abilities and such be discovered in character.

We once ran a "7 Gems" campaign, based off of the supposed properties of precious stones as found in the DM Guide, 2nd ed. We had NO idea what powers we had and were, for once, playing ourselves.

Mine was "Luck" - and it was a booger to discover.

But I take a heavy hand in character creation with my Players anyhow. They did not seem to mind as they got their PC in my universe and I loved giving interesting backstory.

Hmmm. I HAVE done this in small quantities.

I definitely vote for Players Suggest, GM Reveals as they get busy fighting crime.