Postby Wolf » Sun Mar 05, 2006 9:05 pm
Personally, I never think a lot or plan anything when creating chars.
I basically hit the button, pick a name and gender, and based on that I work out what kind of a person that char is.
I guess that's actually already in a way working by template.
For example, let's say the name "Otto Gunther" comes up, which clearly means to me that it's gonna be a male character.
I associate certain types of names with certain ideas, which involves the forming of ethics and such.
If I came up with a char called "Chuck Wormbag", he'd be likely to try and cheat people out of whatever he wants to achieve, while "Otto Gunther" would either choose to earn it through hard labour, or to win it in honourable combat, or to achieve it through other decent ways.
Planning specific goals, I don't do that.
Don't know why I don't do it myself, but I've seen a few cases where a newspawn already had goals that made him act in unnatural ways.
One example:
A newspawn steals a load of stuff and runs.
On the road he starts begging for his life, and tels us that he didn't even know he was stealing because he is so new (yet one of the things he took was the note with laws, how ironic).
After he's been explained that he won't be hurt anymore if he turns around and returns the stuff, he decides that he'll turn around and return the stuff, but then he asks about other places near where he stole the stuff, and comes up with a story of how he has to meet a friend in one of those places so he can go work for that friend.
So, he spawned, never spoke to anyone, probably his surprise friend has never been in the place where he stole the stuff, yet while running, it turns out his goal is to go work for that friend.
Specific goal, too unnatural.
Another example, a newspawn chooses to be a scientist.
He's gathering wood to build a school or university or lab or whatever.
He hasn't travelled at all, yet he tells the older chars who have travelled a lot during resource runs that they are wrong about what they saw in other towns.
I know of two such chars actually, one tried to tell an older more experienced chars that a place with no wood did have trees, yet they were of a useless type so nobody looked at them.
This while the other place of which he spoke has a note stating that there are no trees, so they need wood from the place this scientist spawned in.
Another scientist at another time, in another place not only explained that another place had trees but also that squirrels and birds lived in trees, which made good food (according to him; two of the older chars set him straight on that stuff).
The funniest one I saw was a newspawn identifying himself as the son of a baron who governed the place of spawning - in my opinion, the local leaders were leniant in that they spent almost two days trying to explain that 1. they never heard of that baron, 2. they were the town leaders, 3. the name of the town was not "Eidorion" as this newspawn claimed, and 4. that he wasn't wearing any of the clothing or jewellery which he described in his emotes.
Another player had an easier time whispering about the "son"-issue, but undoubtedly there might be other places where a newspawn with such high ambitions would meet with the business end of a weapon.
So, in short... considering a sort of template for the basics of a char is good, but planning anything beyond a name, gender and certain characteristics can put a char in serious trouble before he even speaks, if not done right.
I guess it's up to each individual to do what they are better at, plan ahead or not...