Pussycat669
Liturgist
This is probably a minor point so please accept my apology for wasting your time. But since it is more a question of design I thought it would be better to get different opinions involved. The question that crossed my mind lately was: how far may you go in predetermine a player characters background without sheeting his possibility to make decisions to a degree where it is either too limiting to make a real difference or simply implausible?
As far as I can remember the typical way to avoid this problem was to put the player in the role of a faceless someone who wondrously turns into a superhero later on. If those had any shreds of history it was simply a way to explain the characters determination to achieve a certain goal (whats not bad at all). The benefits (higly customisable PC, wide array of possible choices and surely some others I've overseen) are obvious. The most daring attemp of 'paternalism' which breaks with this tradition would be Planescape Tornment, I guess. But it still uses the amnesia backdoor technique to grant the player his superior command over the PC's action.
I'm wondering if such thing is even necessary to explain this absolute power over one's will at all. Maybe it is a bit dependant on the outlook of the viewer onto human nature. But I, for once, would it find an interessting change of focus that instead of the heros path as a device to create personality where there was none, it could stand for someone who starts from a narrow situation that slowly evolves as it is enriched with possibilities that ultimately prove the worth of individuality (or the lack of it).
Hope it is worth a thought...
As far as I can remember the typical way to avoid this problem was to put the player in the role of a faceless someone who wondrously turns into a superhero later on. If those had any shreds of history it was simply a way to explain the characters determination to achieve a certain goal (whats not bad at all). The benefits (higly customisable PC, wide array of possible choices and surely some others I've overseen) are obvious. The most daring attemp of 'paternalism' which breaks with this tradition would be Planescape Tornment, I guess. But it still uses the amnesia backdoor technique to grant the player his superior command over the PC's action.
I'm wondering if such thing is even necessary to explain this absolute power over one's will at all. Maybe it is a bit dependant on the outlook of the viewer onto human nature. But I, for once, would it find an interessting change of focus that instead of the heros path as a device to create personality where there was none, it could stand for someone who starts from a narrow situation that slowly evolves as it is enriched with possibilities that ultimately prove the worth of individuality (or the lack of it).
Hope it is worth a thought...