On Saturday 30 August 2003 15:09, Ricardo Gladwell wrote: > Hi > > I think this all depends on what the 'base line' is for your characters. > In RPG there is an unspoken structure which I will refer to as Average > Human. This is basically a character with average abilities (strength, > etc), that is unskilled in most skills and possesses no other unique > traits (advantages, etc). In many ways, when developing a roleplaying > game the first thing you must do is decide what this character is like. Agreed. It's something I'm working on at the moment, and it's a nightmare. The problem is, there isn't really an 'average', since people's skills are going to improve with age. A 40-something farmer is going to have a lot more experience than a 16 year old farmer. Likewise for mercenaries, thieves and the like. How will a starting level PC (probably no more than 20 years old) compare with typical 30-40 year old NPCs? > This explains why many early RPGs didn't take into consideration the > concept that pre-20th century people were largely illiterate (most have > wised up to this now) and why many 'university skills' have equivalent > cost to normal skills. I'd say the literacy thing is more down to the fact that it's a lot easier in game terms if PCs can read. It's a bit tedious if they get a map to the next dungeon, and none of them can read it... > On Tue, 2003-08-26 at 04:19, Jerry Stratton wrote: > > You could even combine them into one skill called "General Culture" or > > "General Education". If they went to technical school, they might have > > "General Education (Cosmetology)" for example; if they went to college, > > they might have "General Education (Psychology)". If they focussed on > > sports, they might have "General Education (Sports)" or even "General > > Education (Football)". > > I think a General Culture skill would be an over-complication: should we > make characters roll to find out, for example, if they've ever heard of > Britney Speares? (I would rather make a roll to try and forget she ever > existed :) Or, roll to count the change in their pockets? Similarly, you > don't have to have a college/uni education to know anything about > football: many people pickup a lot of knowledge without even playing, > from following the sports as spectators. I'm leaning more towards having my Area Lore skill cover basic cultural knowledge, as well as geography. It's a lot more useful however for a fictional campaign world, where the characters are going to know lots of things the players don't. > Also, beware your biases. In England, you stop being taught sport at > ages 16/17 in school, so include Sport of Football would also be an > American cultural bias. Actually, I got 'taught' it until 18. Fortunately, some of us were crap enough that no-one complained too much that we spent the time hidden in some unused classroom roleplaying :-) > My idea would be to have 'packages' or 'templates' that would include a > bunch of skills in a single cost. For example, you could have a Graduate > package that would include a basic list of skills that an average > graduate would have. This is a good idea I think, and one I'm looking at. -- Be seeing you, ------------------------------- Sam. http://www.bifrost.demon.co.uk/