Player Character Generation

By DrWorm73, in Warhammer Fantasy Roleplay

How may of your groups use random career generation for new PCs? We have always kinda preferred random career generation and the challenges that it provides. We chose to draw three careers from the deck that matched the race we wanted to play, and picked two. One would be the character we made at the time, and the other career would be for the back up character should that first one perish early.

I see a lot of posts moaning about this and that career and parties that are full of apex combat PCs and I wonder if we are the exception in taking the random rout. We have an Ironbreaker, but he started out as a coachman, and even though he entered the career about 5 advances ago he still has not earned his Gromril armor (though I plan to give him a chance at the last thing needed to get the armor at the end of Witch's Song).

Back when we played vanilla WFRP (we are currently playing with my Norsca house rules) we used the random career selection. I generally like it, as it often forces you think consider character options you would not have thought of on your own, but I would have preferred it if there was some way to at least slightly affect the choices.

For example, select one career trait that you want and then draw one or several careers with that trait to choose from.

If I run shorter adventure sets or mini-campaigns I enjoy the random generation alot. Typically though, I end up running these really long campaigns and it's understandably rare that I get a player interested in randomly drawing a character for extended play.

We use draw 3, pick 1 but finagled a bit in that as GM I fiddle the pool to draw from:

- you want to play a particular race, only draws useable by that race;

- we're using the Enemy Within background options, only careers fitting that option (e.g., if it says you're noble, then only careers that can be noble etc.);

and moving away from randomness completely:

- you're creating a replacement character and assuming the role of an existing NPC (something several players have done for sake of story continuity) then whatever career you can make sense.

Rob

You should try this out: https://dl.dropboxusercontent.com/u/167876/WFRP%20STUFF/Random%20WFRP%20character%20generator/WFRP3%20Random%20Character%20Generator%202.6.xlsx

I like the draw 3, choose one b/c it keeps players from dragging character creation out for months while they min-max their ideas.

My ideal party for the next campaign: Scribe, Pedlar, Boatman, Agent. It would be heavy on the skills and investigation without all the hassle of nobles! GAAAAA! NOBLES!!!! [sorry, just having a moment there] ;)

jh

If I run shorter adventure sets or mini-campaigns I enjoy the random generation alot. Typically though, I end up running these really long campaigns and it's understandably rare that I get a player interested in randomly drawing a character for extended play.

We've all been playing RPGs for so many years that we are creative enough that we can find a way to make anything fun to play. Besides, it is really not that necessary to have a big deep background in the early adventures so we get some quick and dirty stats down and start playing. If people need to tweak a bit before the next game we are cool with that since none of us are trying to game the system. We also have the caveat that if none of them have any interest to us then we can pick 3 again, but so far that has not happened.

The one thing that I don't like about it are how neutered you are if you want to enter the Apprentice or Acolyte paths when they are not your first career. I think it is understandable that there be some difference, and I understand the point of the realism of all that early life training that happens for a first career, but needing to buy 2 advanced skills on top of not getting some basic spells/blessings is rough. My secondary character when he is almost out of rank 1 will have the power of one who is at about 11 advances.

Pretty cool, but we don't have all the careers yet I don't think.

Edited by DrWorm73

The one thing that I don't like about it are how neutered you are if you want to enter the Apprentice or Acolyte paths when they are not your first career. I think it is understandable that there be some difference, and I understand the point of the realism of all that early life training that happens for a first career, but needing to buy 2 advanced skills on top of not getting some basic spells/blessings is rough. My secondary character when he is almost out of rank 1 will have the power of one who is at about 11 advances.

If you do not draw an apprentice or acolyte as your starting career I would say that indicates that you were simply not born with the gift for it. Not everyone can become a wizard or priest and the ones who can usually are discovered early in life, making it their starting career.

The one thing that I don't like about it are how neutered you are if you want to enter the Apprentice or Acolyte paths when they are not your first career. I think it is understandable that there be some difference, and I understand the point of the realism of all that early life training that happens for a first career, but needing to buy 2 advanced skills on top of not getting some basic spells/blessings is rough. My secondary character when he is almost out of rank 1 will have the power of one who is at about 11 advances.

If you do not draw an apprentice or acolyte as your starting career I would say that indicates that you were simply not born with the gift for it. Not everyone can become a wizard or priest and the ones who can usually are discovered early in life, making it their starting career.

I agree with Ralzar.

In addition to what Ralzar wrote. you'll have some skills, actions etc that a wizard would not normally have, which could be a boon to your character.

Furthermore some wizard careers might even benifit, such as amber order which might benifit from you beeing a scout or similar before, as much of their spells use nature lore rather than spellcraft.

Lastly all you really need to cast spells is channeling, spellcraft and a spell. You do not even need channel power as long as the spells you cast use less power than your equilibrium. While counterspell, magic dart and cantrip are nice to have, you do not have to have them. You will do fine without them, and can pick them up at a later time if you feel like it.

I had a wizard player who close to never used counterspell, magic dart or cantrip. Making the only 'free' things he used channel power and aquired spellcraft and channeling. That's only 3 XP to aquire those three thins. Then you just need a spell and can start slinging. And as I said, you'll likely have skills and abilities that a starting wizard would not.

So all in all, I do not think it's that rough starting out as something other than a wizard and then advancing into a wizard career.

The one thing that I don't like about it are how neutered you are if you want to enter the Apprentice or Acolyte paths when they are not your first career. I think it is understandable that there be some difference, and I understand the point of the realism of all that early life training that happens for a first career, but needing to buy 2 advanced skills on top of not getting some basic spells/blessings is rough. My secondary character when he is almost out of rank 1 will have the power of one who is at about 11 advances.

If you do not draw an apprentice or acolyte as your starting career I would say that indicates that you were simply not born with the gift for it. Not everyone can become a wizard or priest and the ones who can usually are discovered early in life, making it their starting career.

Oh, I get the flavor and fluff behind it, it is just a major hassle for very little reward mechanically speaking, especially for a character becoming an initiate.

If someone wants to be a wizard I put that starting option in the "pool to draw from" but also any others that have matching traits at all (seers, students etc.).

The story of 'how you became what you aspire to' is as valid, often more interesting than, 'what you do once you are that'.

As a player I really like the draw 3, pick 1 option. It forces you to pick a character type you may not normally be drawn to yet it also allows for *some* player choice.

One of my favorite all-time characters was a dockhand. I doubt I would ever have chosen dockhand on my own volition.

Answering the "Ten Questions" for character background can help players develop the persona of randomly-chosen starting careers.

How did that dock-hand die again?

Poor Jurgen ended up as a meal for swamp zombies (*sniff*).