Does This Sound Like Anything Else?
So, we need a game system that allows players to create and customize equipment so that they can express themselves creatively, customize their character’s powers and abilities, and prepare for upcoming challenges. It needs to be something that a single player can do on their own with no participation from the group. Or the GM. Does that sound like anything at all?
Why yes. It actually sounds like three different things. And I’ve already mentioned two of the three in this very article.
First, it sounds a lot like just buying equipment, doesn’t it? Well, sure. And that makes perfect sense. Buying mundane equipment from the Players Handbook equipment list is the sort of things that GMs often let players do on their lonesome. The players have all the information they need. And the actual process is pretty simple. Mark off the gold – which has been divvied up from party loot – and add the piece of equipment you want based on its cost. Most GMs don’t get too involved with equipment purchases. I know I personally let my players buy anything they want between sessions provided their characters ended the session somewhere where they can reasonably buy goods.
Now, this is where we are going to get very abstract. And it’s important to get abstract here because, when you’re designing new systems, you have to be able to look at them in very abstract terms. What we call buying equipment isn’t really buying equipment at all. And this is why numbnuts who refer to anything that happens in the game as “an economy” need to get smacked in the head. Buying equipment isn’t buying equipment. The player is literally creating equipment for their character by destroying money. It’s not as if the money is going to an actual craftsman who is going to use the money partially to buy supplies to make more goods and partially to cover his living expenses. It’s not as if there is anyone in the game world actually creating value out of their labor and entrepreneurship and being compensated. It’s not as if there are limited resources being allocated in a free market. There’s just a list of game mechanics you can add to your character and a resource cost.
Remember that distinction. Because it’s going to be very important.
Second, this whole crafting thing also sounds a lot like leveling up your character. Now, obviously, leveling up your character varies a lot from system to system. But in the abstract, it comes down to the same thing. You’ve earned a certain amount of resources through gameplay. Once you have enough of them, you’re entitled to add a specific mechanical element to your character. For example, when you hit level 4 in D&D, you get to increase an ability score. Every other level in Pathfinder, you get to add a feat. When a spellcaster gains a level, they gain new spells and extra spell slots. And so on.
Now, if we abstract this enough, we can make leveling up sound exactly like buying equipment. You gather a certain resource through play. And eventually, you can convert that resource into a specific mechanical element and add it to your character. Hopefully, you can see how close they are. But to really make them identical, we’d have to ignore a few things. Like the fact that XP, unlike GP, doesn’t go away. You don’t expend XP. It’s just that, when you cross a threshold, you get a benefit. Does that matter? Well, no. But yes. The reason XP doesn’t have to go away – the reason it doesn’t have to be spent – is because the players don’t really have any choices when it comes to XP and levels. When you gain a certain amount of XP, you gain a level. And when you gain a level, you gain a certain number of resources. You can’t choose how to allocate your XP. And once you gain a level, it’s gained. You can never ungain it. And you can never gain the same level twice. Effectively, XP can only be spent gaining levels, they have to be gained in a specific order, and it’s all completely automatic. If that weren’t the case, you would have to spend XP.
On top of that, gaining a level is a much more complicated affair. Actually, level doesn’t mean anything by itself. Usually. I mean, in some sometimes, you add your level as a bonus to certain rolls or you roll a number of dice equal to your level or whatever. In those systems, level does mean things. But level in D&D doesn’t mean a lot. But when you gain a level, you also gain other stuff too. You gain feats and ability score increases and class abilities and hit points and skill points and spells and numerical bonuses and whatever else you gain in your particular edition. Leveling up is a complicated process. You gain XP, the XP becomes a level, and then the level becomes a bunch of other choices. A bunch of other resources. A feat choice for example. Or a spell slot. And those benefits are prescribed by the level you’ve obtained and the class you’re playing. Or the class you’ve multiclassed into.
So, buying equipment and leveling up both involve customizing your character by adding or customizing mechanical elements to your character by spending resources you’ve earned through play. Buying equipment is fairly straightforward and pretty open. There’s lots of choices and you can spend your money lots of ways. But the effects are pretty minor and pretty limited. Even if you’re buying a powerful suit of magical armor, the effects are pretty much limited to a defense bonus and maybe a single, unique ability. If you want something big, you have to save for it. If you want something small, you can spend for it pretty much whenever you want. And very rarely is any piece of equipment game changing.
Leveling up is complicated. You will make a lot of changes to your character. But those changes are dictated by the system. You’ll have a list of specific options, usually constrained by choices you’ve already made, and you’ll choose from amongst those options. In some cases, you’ll simply be given mechanical benefits flat-out. And those will be based on choices you’ve already made. Choices like class and sub-class and build. And in some cases, and in some systems, if you want certain options to be available, you will have to plan for those and meet prerequisites at early levels. Leveling up has a much bigger effect on gameplay and it changes a lot. As a result, it happens infrequently, at specific intervals, and it involves a lot of constraints.
Now, the third similar thing is actually very closely related to leveling up. And that is character creation. Creating a character is basically the same as leveling up. It’s just amped up to eleven. Basically, it’s like gaining a foundational level. It’s even more complicated and it requires the establishment of some mechanical stuff that’s never going to change – like class and race and background and stuff – but it also only happens once ever. So, it can afford to be complicated. It’s also less constrained than gaining a level. In fact, in a lot of ways, character creation actually sets many of the constraints that will be imposed on all future level gains.
So, what do these things have in common? Shopping for equipment, leveling up, and creating a character? Well, they are all things that can be done outside the game and away from the table. Without the GM’s direct involvement? And while the players can collaborate and work as a group – deciding how to spend party funds, for example, or discussing what character who wants to play – they don’t have to.
And I’d like to raise an interesting point here – well, at least I think it’s interesting, and I’m right, so I’m raising it – it’s interesting to note that as time has gone on and rules and editions have evolved, the amount of die rolling in character generation has been minimized. Now, D&D’s creators have cited a number of reasons. Game balance. The downsides of bad rolls far outweighing the benefits of good rolls. The decreased focus on playing characters dictated by random chance over characters you’ve carefully designed for yourself. And so on. But one thing I haven’t heard them mention is that as character generation has become a longer, more complex, more protracted, more involved process – you used to be able to have a complete character in ten frigging minutes when I started playing this stupid game thirty years ago – as character generation has become a more complex process and the amount of complexity varies from player to player, it’s become increasingly important to allow players to create – or at least finish – their characters independently. I mean, as a GM, I will absolutely NOT sit through a character generation session unless I absolutely freaking have to. That crap is boring as hell. And it doesn’t need me. Come up with concepts as a group, sure, if you want to. I do that. But the actual character generation? Go home and do it yourself. Come back and show me what you did.
The point is that, once again, there’s the trust issue. And I think that one of the secret reasons for emphasizing non-die rolling – APART from the game balance thing – has been to avoid the trust issue altogether so that GMs don’t feel the need to even wonder whether they should be overseeing character or not. And, again, I’m not weighing in on the trust issue. I think giving any absolute, universal answer to whether you should trust your players to roll dice on their own is just stupidly naïve. I’ve had players I could trust. I’ve had players I couldn’t. And I’ve had players I wasn’t sure about. The problem isn’t the trust or lack thereof, it’s having to decide. And having to say to some players, “I’m sorry, I don’t trust you to generate ability scores on your own.” That’s a bad thing for the rules to make you say. Even if it’s true.