Does there need to be more character variation?

Now dont get me wrong - I am loving the new/old lonewolf. However, my main concern is that other than what class you pick, what you roll for CS and EP, and what 5 disciplines you start with, thats pretty much it for variety. By 10th rank, all characters of each class will be very similiar, with the only difference being CS and EP. Without getting to complicated, does there need to be a way of making characters more varied? Havnt run the game yet, so I dont know what its like for the players and if they feel they have enough choice. I am used to players who like to come up with interesting character concepts, so I am not sure if the simplified character gen would work out ok.


My initial thoughts would be to offer different backgrounds, probably randomly determined, which provide bonuses. Something like:


Farmer: gain a +2 Bonus for any tests involving animal handling, weather lore, growing crops and carpentry.

Noble: gain a +2 Bonus for any tests involving noble pursuits, such as heraldry, courtly dancing and hawking.

Artisan: gain a +2 Bonus for any tests involving haggling, running a business, and one specific trade
 
One (very long) way is to divide each discipline into Tiers like the d20 RPG. That way, at 10th level, while each player has the same disciplines, they have the disciplines at different level.

However this would be quite against the "Rules-lite" idea of the LWMPGB.
 
The characters are as varied as the backstory you give them and the way you play them. As you say, you are used to players coming up with interesting character concepts. In a rules-lite senario, I don't see why this would be less likely. There are less mechanical ways to make yourself stand out, so naturally any creative person will be driven to come up with good narrative reasons to outstrip themself.

Must admit, every Kai Lord I have seen in the recent games has always been played foar differently than any other.

Giving mechanical bonuses for narrative backstories means introducing further game balance. It also does not address your core concern, as the diciplines would still be played the same after the characters played up the aspect that gave them the bonus.


Hmm, I might post the idea I had to address 'forcing' some difference in play style, even if the same disciplines were taken.
 
beowuuf said:
Hmm, I might post the idea I had to address 'forcing' some difference in play style, even if the same disciplines were taken.

I once came up with an idea of an Experience bonus fo Kai who exemplified their name through good role play. That way even two Kai with the same skills would be played very differently. You could give a hero a +2 bonus with this system to any one roll of their choice in the next adventure as a blessing from Kai or something, if they lived up to their name.
 
I'm running an Evil campaign in LWMP at the moment, and am planning something similar. Living up to your character type and allegiances will get you subtle bonuses later on:

- An Acolyte of Vashna can benefit by learning necromantic skills and/or lore.
- A Cener Druid can benefit by acquiring new diseases and infecting people with them.
- A Rekenarim can benefit by keeping to the assassin/ranger role: shadows, poison, backstabbing, etc.
- A Drakkar can benefit by sparring in his spare time and keeping his weapons and armour maintained
- A Helghast can benefit by imitating the behaviour of its prey and furthering the will of whomever/whatever it serves

Guess it all comes down to how much effort the GM wants to put in to recognize the level of effort put in by the players.
 
phantomdoodler said:
I am used to players who like to come up with interesting character concepts, so I am not sure if the simplified character gen would work out ok.

In my opinion a character concept is very different to rules options/choices. I'm sure we could come up with many different Kai's, all with the same powers, that would be played quite differently. You don't always need the rules system of an RPG to support a concept, you just need it to not get in the way of a concept. Hope you don't think that I'm being pedantic here - the two are very different for me. YMMV.

phantomdoodler said:
My initial thoughts would be to offer different backgrounds, probably randomly determined, which provide bonuses. Something like...

Those are interesting suggestions although they may cause an imbalance with other character classes that may get these kind of bonuses through their equivalent 'disciplines'.

Do you think your players really need the LW rules system to actively support their concepts?

If you do think they need that kind of support, then you're going to have to come up with something like you suggested. Personally, I'd wait until you've eyeballed the Heroes of Magnamund supplement though so that you can see if such bonuses impact on other classes' areas of expertise.

If you don't think they need the mechanical variation, then you could simply create a basic life path system for generating information/ideas based upon things like a character's background, family size and who is alive/dead, those that are dead - what happened to them, how many siblings the PC has, what are the PCs relations with each family member, etc. ... These wouldn't have any mechanical bonus to dice rolls but would be used to make each character very different.

Hope this helps.
 
I do think there needs to be variety. I find character background and some sort of lifepath helps some of the guys I play with come up with characters.

Playing a character a group of the same kind of character with little deviation will suck the life out of the group.

I love Lone Wolf, and I wish the MPRPG was a little more of a full blown RPG. Less complex than the d20 version, but with more concrete rules and more character classes and options for players.
 
Thanks guys - some really useful advice here. On reflection, i think a mechanic -light approach to be best. I think what I will do is encourage a dialogue with the players as to what types of characters they wish to play, using the class as a spring board for ideas. Once I have a decent grasp of the character the players wish to portray, I think I will award each player a special +2 Bonus (in addition to other bonuses) to situations where their personality and or background applies. The players wont need to record this on their character sheets, but I may make a note. To keep things balanced, each player may only apply this bonus once per session, for each 2 full Ranks they possess.

For example, Swiftfox the 5th Rank Kai Lord is described as having spent a great deal of time as a child sprinting through woods, clambering up trees and throwing stones. Twice each session Swiftfox`s player may apply a +2 bonus to any tests involving throwing, climbing or running.

Bhorngrim the 6th rank Borian Gunner is described by his player as being stubborn, hardy and with exceptionally keen senses. 3 times each session, they may add 2 to any tests involving endurance, willpower or observation.
 
Yeah, that is the advantage of the rules-lite system.

Allows for a lot of customised rules. The game that I'm currently in with Zipp is interesting as the CS changes everyday. Takes the focus off combat and onto Roleplaying!
 
phantomdoodler said:
Thanks guys - some really useful advice here. On reflection, i think a mechanic -light approach to be best. I think what I will do is encourage a dialogue with the players as to what types of characters they wish to play, using the class as a spring board for ideas. Once I have a decent grasp of the character the players wish to portray, I think I will award each player a special +2 Bonus (in addition to other bonuses) to situations where their personality and or background applies. The players wont need to record this on their character sheets, but I may make a note. To keep things balanced, each player may only apply this bonus once per session, for each 2 full Ranks they possess.

For example, Swiftfox the 5th Rank Kai Lord is described as having spent a great deal of time as a child sprinting through woods, clambering up trees and throwing stones. Twice each session Swiftfox`s player may apply a +2 bonus to any tests involving throwing, climbing or running.

Bhorngrim the 6th rank Borian Gunner is described by his player as being stubborn, hardy and with exceptionally keen senses. 3 times each session, they may add 2 to any tests involving endurance, willpower or observation.

I quite like this. Its a rule lite solution, adds flavour, promotes players thinking about their character's background, and at the level its applied at doesn't impact on the potential niches of other character classes.
 
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