From Character Generation to Exposition

For almost 15 years, I’ve been working hard to eliminate the device of “character generation” from my roleplaying games. The tradition, like an awful lot in RPGs, comes from wargames, where your choices about your character at the outset are strategic decisions that affect the outcome of your tactical decisions in play. But if our play is not about optimal tactical decisions, surely those initial choices can be something other than optimizing resource allocation.

By contrast, in fiction, the process of establishing the “normal” for the character, as well as what they want and why, is called “character exposition.” With fiction once again as our model, let me explain where I’ve gone and where I want to be for A Traveler, Alone and Shock:2.

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