How to let players generate the characters they want without letting them min/max?

I want to play the character the dice give me. Mind you, if i have a choice, I'd like to roll 3 to 5 full characters, pick one, and give the rest to the ref as NPCs (contacts, allies, rivals, enemies, whatever works).

But i hate 'deciding ahead'. I realize I'm in the minority, but, I think of the character as building the story, and I (either as the player, or as the ref) is just helping to narrate and flesh out their story.

Sorry, I know this whole response is off topic, just.. I dislike point buy, as it removes the character's (as opposed to the player's) ability to tell the story.
 
Actual discussion with player before a game.

Player: I want to be an ex-Zhodoni Commando living underground in the Imperium.

Me: Hard pass.
I had a D&D player who wanted a Xena style chakram with all the abilities she demonstrated, he thought I'd agree even though I hadn't watched the show. I watched enough of the show to say "HELL NO!"
 
Every time he tried as a PC to create a new spell he was annoyed that I would add 2 to 3 levels to the spell (usually making him too low level to do the research). HOWEVER when as a DM he added a spell it was reasonable for the level. He seemed unable to judge when it would be his PCs as to how reasonable it was.
 
Figuring out most spells tends to be guesswork, as to their power levels and components.

It's reverse engineering from the effect that's desired.
 
That's why you play a game like Ars Magica that actually puts effort into making spell research a thing that works if you want your wizard to have custom spells. It's not flawless, of course, but it does work reliably for 95% of the cases.
 
Honestly, for me, the more low stats the more character you have. Work that weak, clumsy idiot!

But I'll never make a player use a character they've rolled up that they hate.
 
Player groups usually work best when everyone has a role. Often that's a job role ("the pilot", "the engineer", "the scientist") but it might be a personal one ("the big guy", "the alien", "the idiot"). Anything you can use to help the roleplay.

It's actually fairly hard to roll up a truly incompetent Mongoose Traveller character. A one term wonder that fails all rolls and ends up as a Drifter will still have six to eleven level zero skills (and a choice of barbarian, wanderer or scavenger flavour for six of those). And they can do as many terms drifting as they want until injury and age catch up with them. Maybe with a shot at the Draft somewhere?
 
Player groups usually work best when everyone has a role. Often that's a job role ("the pilot", "the engineer", "the scientist") but it might be a personal one ("the big guy", "the alien", "the idiot"). Anything you can use to help the roleplay.

It's actually fairly hard to roll up a truly incompetent Mongoose Traveller character. A one term wonder that fails all rolls and ends up as a Drifter will still have six to eleven level zero skills (and a choice of barbarian, wanderer or scavenger flavour for six of those). And they can do as many terms drifting as they want until injury and age catch up with them. Maybe with a shot at the Draft somewhere?
The hose wrangler!

Frontier refuelling FTW!
 
Player groups usually work best when everyone has a role. Often that's a job role ("the pilot", "the engineer", "the scientist") but it might be a personal one ("the big guy", "the alien", "the idiot"). Anything you can use to help the roleplay.

It's actually fairly hard to roll up a truly incompetent Mongoose Traveller character. A one term wonder that fails all rolls and ends up as a Drifter will still have six to eleven level zero skills (and a choice of barbarian, wanderer or scavenger flavour for six of those). And they can do as many terms drifting as they want until injury and age catch up with them. Maybe with a shot at the Draft somewhere?
Plus the Connections and Group Package skills. That's probably 4 more skills at 1.
 
That's the spirit. It won't suit all players, but playing a genuine moron, or having one in the group, can be very rewarding.
 
I had a wizard with Wisdom 4 in D&D (2nd Edition). I played him as impulsive and over ambitious. I never calculated where his fireball would extend to, I just eyeballed it. When he got a ring of infinite wishes the DM was falling about. Everyone else was counselling carefully weasel worded wishes, but I just said the first thing that came into my head (knowing full well that the DM wouldn't have given me infinite wishes had he expected me to use them carefully).

We had a hoot and didn't die.

To play a moron required both referee and player to work as a team and trust each other or it can destroy the campaign. Other players also need to know that despite the chaos they are in safe hands (and as always the player of the moron needs to know when they should let the other characters take the spotlight).
 
The CT rules actually suggest that if a player generates a set of characteristics they don't like they should apply for the scout service.

"Obviously, it is possible for a player to generate a character with seemingly unsatisfactory values; nevertheless, each player should use his character as generated. The experience procedures and acquired skills table offer a genuine opportunity to enhance values, given only time and luck. Should a player consider his character to be so poor as to be beyond help, he should consider joining the accident-prone Scout Corps, with a subconscious view to suicide."

They changed the language slightly for the revised edition:

"Obviously, it is possible for a player to generate a character with seemingly unsatisfactory values; nevertheless, each player should use the character as it is created. The experience procedures and acquired skills table offer a genuine opportunity to enhance values, given only time and luck. Should a player truly consider the character so poor as to be beyond help, the low survival rate of the Scout Service may make it the best career choice."

I can not be the only one with the anecdotal evidence of the player that does just that but ends up with a seven term scout with a really great skill set...
 
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Under the new rules set you might end up with a character with either really low stats or monumental medical debts :)
 
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