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Scott
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« on: September 16, 2008, 02:51:43 PM »

Backgrounds Explained

In Cyclopean, I want the use of optional character Backgrounds to be an important and satisfying decision for the player, not just a tiny flavor option designed to personalize character creation.

Using other games as an example, the background you choose in Arcanum exposes you to a pithy bit of writing and a couple of negligible tweaks to your stats.  Otherwise it has almost no impact on gameplay.  The alignment-related quests at the beginning of Temple of Elemental Evil include a tiny vignette and some sort of quest in Homlett which gave you no reward, not even XP.  The two starting traits in Fallout were traits and nothing more.

Cyclopean Backgrounds in some cases give the player skills not available at character creation, and sometimes not otherwise available at all.  The Backgrounds occasionally open up dialogue options, but more importantly give the PC a reason to go to Arkham, a quest which depending on the Background could have a major impact on the character, how he accomplishes the main and other quests, and on the overall playing experience.
 
In Cyclopean, there will be nine different Backgrounds to choose from.  Choosing a Background will mean ~75% of the player’s stats, skills, and in two cases gender, being taken out of his control.  The player will be able to allocate a small amount of points to stats and skills regardless, and to develop the character after the start of the game in any way he sees fit.  Furthermore, the PC is not obligated to investigate his Background-assigned quest(s).

That noted, the player does not have to choose a Background at all and may instead create his character entirely from scratch, but I hope that Backgrounds will add enough to the gaming experience that the player will choose to use them, if not first time, then on subsequent playthroughs.

Every game I’ve encountered which uses backgrounds (Arcanum) or starting traits (Fallout) has strived for homogeneity, to give each choice a starting value approximately equal to every other one.  Why?  Out of a sense of fairness?

In a single-player game there is no requirement for every game experience to be equally challenging.  I have no interest in making the available Backgrounds “balanced”.  I’m interested in radically different Backgrounds that will actually play differently.  Some choices will leave the player somewhat handicapped at the beginning, others blessed.  Some choices might conflict with a given player’s style, although these kinds of conflicts should be obvious from the Background’s synopsis.  These are variations and challenges that make the game worth replaying.  At the end of the day, no one is forced to choose a Background, and whether you do or not, once the game begins you’re free to play it however you want.
-----------------
All backgrounds have now been revealed!
Background: Big Game Hunter M F
Background: Drifter M F
Background: Serial Killer M

Background: Dissipated Nobility M
Background: Veteran of the Great War M F
Background: Med School Dropout M F

Background: Professor of Archaeology M F
Background: Carnival Mystic M F
Background: Descended from Witches M F
« Last Edit: October 30, 2008, 02:03:00 PM by Scott » Logged

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luckyb0y
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« Reply #1 on: September 16, 2008, 03:23:41 PM »

Could you elaborate a little bit on how the backgrounds will affect your playthrough besides being just an excuse to tweak stats. Will NPCs reaction to big game hunter be different to say, opium addicted occultist. It's a great idea if that's the case. What are the other backgrounds?

I'm not sure if it's a good thing to be so specific with the backstory as in the hunter example. Every time I would play hunter it would be scarred human wreck. I understand it's good for the flavour, but maybe you could offer some customisation or at least provide more backgrounds. Ten or so is not that many particularly if they are not really generic and have their unique quirks. Maybe offer two varieties of each background in sort of a yin-yang balance. One succesful game hunter arriving in all his splendour and glory to add yet another trophy to his already impressive record, only to have his expectations shattered when his first exposed to the creature he was going to kill, and another one ruined, burnt out wanting to prove to himself that he still has it that his life is not all worthless. Or a proud academic, all smart and rational in search of some tribal artifacts and his evil twin the drug addled occultist. It could even provide the intersting twist on the sanity mechanism. Some hard boiled characters won't even bat an eyelid on killing a man, while their superstitions might make them vulnerable to supernatural horrors, or the other way round, or something entirely different.
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Sleet
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« Reply #2 on: September 16, 2008, 03:49:05 PM »

Taking some background from my old Call of Cthulhu campaign, we had quite a diverse set of professions, backgrounds and more. Some examples off the top of my head:


Military
Medical
Sciences
Private Investigator/Police
Dilettante
Student
Professor
Thug / Mobster


Each of these could give some interesting unique traits, skills and all.

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FrancoTAU
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« Reply #3 on: September 16, 2008, 10:52:07 PM »

I like the idea of backgrounds in the past with Troika, Fallout and even smaller games like Magic Candle 2.  Like Scott said though, they were superficial and the only difference to gameplay were some tweaks to stats.

I also like that you're not going to completely balance all the classes/backgrounds.  You might want to make it obvious that a game will be harder if you're picking a gimped character.  I can just foresee some goofs trying the demo, picking the gimp character, and than hating the game for being teh hard.
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Palmer Eldritch
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« Reply #4 on: September 17, 2008, 12:20:05 AM »


That noted, the player does not have to choose a Background at all and may instead create his character entirely from scratch, but I hope that Backgrounds will add enough to the gaming experience that the player will choose to use them, if not first time, then on subsequent playthroughs.


Sounds great, I always wanted something like this in a game. I generally dislike playing predefined characters, but since there is still some room for freedom during creation, it seems like a good idea to me.
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Felix
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« Reply #5 on: September 17, 2008, 09:46:42 AM »

Military
Medical
Sciences
Private Investigator/Police
Dilettante
Student
Professor
Thug / Mobster


I remember those! I was a private investigator...
Ah, so many good memories...

Thinking of it, they look more like professions than what Scott have in mind for backgrounds...
It would be interesting to have charcters with professions, and that become the money entry, and not the normal "bash-loot Gp"

Back to backgrounds, will be there something like "thrill seeker" label? I have some cool ideas for charcters

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Scott
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« Reply #6 on: September 17, 2008, 12:06:09 PM »

Could you elaborate a little bit on how the backgrounds will affect your playthrough besides being just an excuse to tweak stats. Will NPCs reaction to big game hunter be different to say, opium addicted occultist. It's a great idea if that's the case. What are the other backgrounds?

Reactions are based partly on appearance.  Since BGH is badly scarred, regular people will be wary of him at first.  Some people, like criminals, are impressed by that kind of thing.  The main difference in playthrough is quest options targeted to the Background (one Background gets his own manor deep in the woods!), and to a lesser extent Background-specific dialogue options.  Also, you may get starting traits that are otherwise impossible to get right away.

I'm going to reveal the Backgrounds slowly for the purpose of torturing forum readers.

Your dual-backgrounds idea is intriguing, but I think I prefer to keep the number of backgrounds static and let the player decide if his Big Game Hunter is good or evil, or just amoral.  If the game allows the kind of role-playing flexibility that I want, why have the PC's intentions defined in the Background?
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caster
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« Reply #7 on: September 17, 2008, 12:47:50 PM »

Definetly agree with that, leave the morality to the player. No need to burden the backgrounds with simplified moral roles.
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Brother None
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« Reply #8 on: September 17, 2008, 01:41:37 PM »

Every game I’ve encountered which uses backgrounds (Arcanum) or starting traits (Fallout) has strived for homogeneity, to give each choice a starting value approximately equal to every other one.  Why?  Out of a sense of fairness?

No, because of metagaming. And balancing.

I've seen debates on this before and there's one really valid point to make here: if you're offering a player two doors, behind one door is less advantage and behind the other is more advantage, you're not really offering him a choice unless he's looking to punish himself. It's a false choice, that the player can only make if he's really tired of choice A and just looking for an alternative.

That's why Gifted never worked. It's too powerful, it's never a choice whether you take Gifted or not unless your character's strength is of no interest to you.

Balancing is the second part. Fallout isn't balanced for characters with Gifted, which is why Gifted makes it pretty easy. If you make a wide scope of disadvantage/advantages to backgrounds, you're going to make it tougher for yourself to balance it out.

So to me, it does not sound like a good idea to leave backgrounds unbalanced.
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ThreeStone
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« Reply #9 on: September 17, 2008, 01:50:42 PM »

I would agree with you if backgrounds were purely about numbers but that doesn't seem to be the case here. Yes, if I can have +1 to all attributes or +2 to all attributes with no other considerations I'm going to pick +2 whether or not I'm a hardcore munchkin. But while there will be a mechanical impact of choosing a background in the form of skill bonuses and what not the backgrounds are also adding value in the form of additional RP and quest opportunities.

The mysterious Taxidermy skill for example may lead to a minor gameplay advantage, let's posit being able to sell some important piece of critter anatomy for cash and influence. But, it could also have advantages that aren't reflected in the numbers, being the only character that could have a hunting lodge where I hang up trophy kills I acquire from critters in the game does not add to my Strength, but it is pretty awesome.

The motivations for playing a background that is suboptimal from a powergaming perspective can come from what I like to call 'cool stuff'. If playing Smart Guy Subtype B means I get fewer skill points than Subtype A but I'll end up learning more about the backstory while playing I will be highly motivated to pick Subtype B for one of my playthroughs.
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Brother None
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« Reply #10 on: September 17, 2008, 02:07:24 PM »

I would agree with you if backgrounds were purely about numbers but that doesn't seem to be the case here. Yes, if I can have +1 to all attributes or +2 to all attributes with no other considerations I'm going to pick +2 whether or not I'm a hardcore munchkin. But while there will be a mechanical impact of choosing a background in the form of skill bonuses and what not the backgrounds are also adding value in the form of additional RP and quest opportunities.

Yes, sorry, I left that out for some reason but that rocks: backgrounds opening up new gameplay opportunities is the shiznits.

But that is just an added consideration to the numerical, meta-gaming one. It doesn't actually remove the meta-gaming numbers consideration, it just adds a layer on top of it.

I would agree with the idea of dropping balancing considerations if there is an actual meta-gaming consideration to make here. If, for instance, weaker characters are balanced in gameplay opportunities. But just not balancing because you dislike the concept is not a good idea.
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ThreeStone
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« Reply #11 on: September 17, 2008, 02:21:59 PM »

Quote
I would agree with the idea of dropping balancing considerations if there is an actual meta-gaming consideration to make here. If, for instance, weaker characters are balanced in gameplay opportunities. But just not balancing because you dislike the concept is not a good idea.

Agree completely, my apologies if that was not apparent in my post. I think the main idea was to not get hung up on ensuring that every background has an equal number of skill points or super secret powers. Even the most rabid devotee of the anti-balance ideal must surely recognize that the "Ubermensch" and "Deaf, dumb, blind, crippled, illiterate, 90 year old man" backgrounds could use some evening out.
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FireStomp
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« Reply #12 on: September 17, 2008, 02:29:03 PM »

... the "Ubermensch" and "Deaf, dumb, blind, crippled, illiterate, 90 year old man" backgrounds...

I want to be able to play as an Ubermensch. Not in the sense of kicking the crap out of a planet without batting an eyelash, but in the sense of someone who has transcended material concerns, societal mores, and morality as defined by humans. Especially in a Lovecraft-themed universe, that would be amazing.
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Pastel
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« Reply #13 on: September 17, 2008, 02:33:06 PM »

"Ubermensch" and "Deaf, dumb, blind, crippled, illiterate, 90 year old man"
Cleve and Bryce?
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Scott
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« Reply #14 on: September 17, 2008, 02:43:05 PM »

Let us not forget the humble No-Background character, which from minute one will depend solely on your choices.

Putting her aside though, you can look at each of the Backgrounds as they come up and try to decide which ones will be easier to play with.  I wish you luck, because there's more at play than the stat/skill tweaks.  I don't think you'll actually know which is more or less difficult until you play them.

How are you going to compare a Professor of Archaeology with a Jewel Thief anyway?  Are you going to tell me one of those is inherently better than the other in this setting?
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