@saosmash said in What isn't CGen for?:
A lot of these questions seem WoD specific and I dunno. I've apped two different WoD games and never plan to do so again so I have no real input on that besides I hate WoD CG. >.>
I'm a mostly WoD player and that's the reason - but you can add your own!
One of my long-term peeves about game running is the idea that we sometimes either inherit procedures and flows from past games without examining them, or we think we are working towards a goal by introducing a requirement, but we then have no metrics in place to tell whether it's achieved.
For example (and it's just that, I actually like writing BGs): What does a background give me, as staff? Some potential answers:
- A way to hook future plots. Maybe I'll use @Coin's Sire as an NPC villain!
Does that happen? I'm not being facetious, but does that happen unless staff is familiar with the player? Maybe the way I run the Sire isn't at all like her player envisioned it, or he had a different Storyteller in mind to use her.
Add the usual practical implications, too; staff changing hands (am I going to go back and read everyone's backgrounds when I sign up as the new VampSphere staffer?), backgrounds changing over time ("And then... @COIN'S SIRE WALKS IN! <big reveal>" "Uh, dude, my Sire was killed four months ago."), etc.
- A way to catch problem players. Hey, maybe that new Vampire will try to claim he was a Mage before the Embrace!
Does that happen? I mean it could, but isn't it just as likely for that kind of unique snowflakeness to occur during unsupervised normal play, PrPs... anywhere at all? Furthermore isn't it overkill to burden every single person who creates with having to write this up just to catch that one guy who's going to pull something off?
- A way to encourage people to create in-depth characters.
Speaking for myself here, although I enjoy writing backgrounds... I don't really get much traction out of them in actual play. Maybe for the first couple of scenes, but once I get into a character that stuff rarely comes in handy, and what I come up with in collaboration with others around that PC is what actually fleshes out his past and gets used as a hook for future growth. Now, that of course doesn't mean some people can't/don't get more out of BGs but... again, should they be optional?
And so on. Personally I like short, easy and more than anything quick CGen flows - get the player to the grid so they can start playing the game as soon as possible, and if they aren't very well versed in the system it's better to teach them through play than to require it upfront. I'm curious to see where y'all stand on this.