I really trust people here, so I’d love to ask a question that’s been gnawing at me for a few days: How much do you want to see your character change between sessions? Like, what’s the maximum they can change and still feel like your character. As a point of scope, I’m going to use the word “should” in terms of “what do you expect, and what feels okay to you?” I’m less interested in, y’know, appeal to RPG authority, and more interested in where we butt up against you as players or GMs feeling bad about certain experiences.
Characters can switch gear up, sure. Upgrade your sword, change to lighter armour, maybe take a level in rat catcher or whatever, but how much “should” be constant.
Here’s an example of what I’m considering, but I want to address one thing first. I don’t think this would be a great fit for the kind of character and system I’m going to reference below. I simply will use it because it’s easy to conceptualise the shared language we already have. I think this is something I’d take to a “special forces” type game, a la Stay Frosty, rather than a fantasy dungeonfuck. However, bear with me for this, please:
The usual suspects of 7 stats (6+HP). Roll-Under on a D10. Stats are between 1 (bad), and 10 (great).
OSR characters all start with 1 point in each stat. Now my character is STRONG so I get +2 to Strength, and Constitution. I’m also GORGEOUS so I get +2 in Charisma. My background is DESERT FOLK so I get another +1 to CON and +2 to HP.
My Character starts off looking like this:
STR 3
DEX 1
CON 4
CHA 2
WIS 1
INT 1
HP 3
Now my character looks pretty poor. This is early level Warhammer kinds of bad character here. I’ve got a max 4/10 chance on Con, so less than 50/50 across the board.
But instead of adding things like damage or armour or whatever, all my gear just goes onto this:
My armour is Leather? +1 hp. It’s Well Made? +1 CHA. It’s Enchanted Well-Made Leather? +1 INT, +1 CHA, +1 HP. Which means with this armour, a lucky pendant, a broadsword, and Gloves of Handling my fighter may look more like this:
STR 7
DEX 3
CON 6
CHA 3
WIS 1
INT 2
HP 7
Now, the root of this question is while that “feels” right for this character, how does it feel when the player comes back and refits their character? Perhaps expecting a stealth mission, they drop the leather armour for some Black Fur-Padded Sneakers (+2 DEX), an Assassin’s Dagger (+2 DEX), a Thief’s Guild Hood (+2 CHA), and a Silence Amulet (+2 WIS, +2 DEX)
The Character then looks like:
STR 3
DEX 7
CON 4
CHA 4
WIS 3
INT 1
HP 3
The same character gets a wholly different degree of proficiency within this system based more on “slots” and gold or item availability. Early on, characters are likely to maintain their niche pretty closely due to gear availability (“I have a sword, not a sword and a bow and a gun and plate mail and leather and like four different amulets depending on which job we’re going on”).
My biggest concern (in the pre-playtest phase, admittedly) is that characters will feel less like constant parts of the setting, with skills and abilities, and more like a collection of tools for the day. From a verb perspective I don’t mind this at all (“Did you bring your sniper rifle today?” “No, I only brought the assault rifle” is a great example of Verb-based limitations on gear), but I don’t want it to move into noun-based limitations (“are you a good shot today?”), because the primary noun, the character, isn’t changing, just their equipment, which impacts HOW they interact with the world.
Two big questions are:
1. Anyone know a game like this that I give a read to see how it’s been implemented?
and
2. What are you thoughts re:my concerns? How much can your character change and still feel like a consistent character? Especially in terms of capability and proficiency. At which point do you feel a disconnect from the persistence of character, and what would you still need to anchor onto that character? What would have to be immutable about them (for example, the backgrounds and tags I cited above that persisted through each iteration).