Crappy Stat Characters Can Be Fun!
Rolling three d6 in order can produce some very low/pathetic ability scores. In White Box this is less of a problem than in any of the later editions of the game, but it can still result in low hit points or a slower rate of advancement. Minus 10% earned experience for a score of 7-8 in one's Prime Requisite Ability is a hindrance not to be taken lightly. Minus 20% for an Ability score of 6 or less in one's Prime Requisite is almost crippling. The character may still advance, but it will seem to be a very slow pace compared to other characters (many of whom will have a bonus of +10%). Fortunately there are three character classes to choose from, each with a unique Prime Requisite Ability, so avoiding that score of 6 or less is often an option.
It's "old school" so of course the referee may discard any set of scores that is deemed unsuitable as a character. This is easily done if playing strictly by the book (but who does that in old school?) because according to the rules as written, the referee rolls the dice for the character attribute scores in White Box. The player perhaps rolls for starting gold (3d6 x 10 gp) and a d6 for hit points (plus or minus adjustment for high or low Constitution score). Otherwise the player's job in chargen is to choose class and give the paper hero a name. (Alignment may be a choice depending on campaign guidelines.)
So the referee hands you a sheet of paper with a set of Ability scores and says, "Here's your character." What are you, the player, to make of this? Well, choosing a class that won't saddle your character with an experience penalty would be good for starters, but sometimes you just want to play a specific class character. So maybe you go for the Fighting Man with a Strength score of 8 and therefore minus 10% experience. He can progress as a Fighting Man, but it will be slow going.
That slow progression can be the start of his "personality". He doesn't catch-on real quickly. The school of hard knocks will take its toll on him. Glancing through the rest of the Ability scores you notice a low Charisma score of 6. That means he is limited to a maximum of two hirelings and they will have a minus 1 to their loyalty base. Thinking that through, you decide the scores mean your Fighting Man is a bit immature acting and maybe unattractive to boot. He doesn't make a good first impression and getting to know him usually doesn't improve things. You note his Constitution score is average at 9, so he is healthy enough - glancing at the book you see a 9 gives no Hit Point adjustment and a 60-90% chance of survival, whatever that means?
With average scores in Intelligence and Dexterity, and a low Wisdom score you figure you can describe your character as average in most ways, but a bit naive...maybe young and unfamiliar with the ways of the world. After all, he is just starting out as a first level Fighting Man. His appearance is bad and his social behavior is often worse, so he may be fun to role-play. He is a slow learner and not all that well adapted to his chosen "profession" as a man-of-arms. Maybe he is undersized for a Fighting Man, hence the low Strength. Maybe he is lazy and doesn't exercise as much as his peers? That could explain his unpopularity and relative lack of strength and all this could be a fun challenge to roleplay.
The point is that how much fun we can have playing a relatively crappy character is determined by our willingness and attitude regarding the challenge of roleplaying such a character. Letting the scores guide our creativity, we can describe how we think our character became the way he/she is; what uniquely sets this character apart as an individual and ultimately helps us develop a few ideas for how we might role-play the character. Trying to discover who the new character may be is just a different attitude toward character generation than designing the character from scratch. In my experience it is usually more fun.
So the next time we sit down to play a tabletop RPG with friends rather than making a character with a pre-determined concept of who you want them to be, how about trying to let the character tell you who they are. Be open to interpreting the dice and incorporating suggestions from other players. Not every PC has to be a superhero the moment they are created.
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