Quantum Characters

Luka Rejec has an interesting post on “quantum characters” as a solution to the character-customization-vs-speed-of-creation conundrum. Basically, the idea is that you can have mechanically complex characters and still get started quickly if you just sketch out a general concept at start of play, and only define the granular bits and bobs when they come up in play.

This method is explicitly called out in Fate, though it is not the “default.” It’s my preferred Fate character creation method, though. However, I’ve never seen it employed in any other ttrpg. Does anyone know of other ttrpgs that officially support “quantum” character creation, or have you used the method as a tool in systems that don’t officially endorse it?

4 Likes

In Leverage, you only come up with a few things at first and the rest you decide as you go. You’re able to get started in a few minutes.

I’ve also used it in systems where we’ve played Troupe Style and the players pick characters at the start of each session. It’s important that they know the system but a lot of times, you can slot things in as they go.

1 Like

These days I tend to run pbta games somewhat in this vein. At least with things like playbook move choices - just choose it when you want to use it. I might even try that when making Stat Modifier choices too.

4 Likes

I’d be interested in trying a quantum approach to character creation in Freebooters on the Frontier. One of my system concerns with that game is that, for a game with relatively high lethality, it’s a bit time-intensive to create a character (at least, seemingly moreso than DW). Though I suppose @jasonlutes may have different insight into that. Maybe he’d be interested in incorporating “quantum characters” as an explicit option in 2e?

Certainly the wilderness and dungeon exploration mechanics are “quantum”-oriented. Seems in line with design intent to extend the idea to characters.

4 Likes

I totally agree with you on the point that any game that has a high probability of character churn needs to have a quicker chargen experience. I’ve seen a few OSR-ish systems that don’t do this and it kinda grinds my gears.

3 Likes

Reading the article, I think this is the kind of thing the move Spout Lore does really well in Dungeon World. It also reminds me of using Flashbacks in Blades In The Dark.

Blades encourages you to do this. You’re meant to let your character develop in play (though in my experience players struggle to actually follow that advice, perhaps because the character gen system encourages them to think about their character’s background).

Blades encourages you to do character creation on the fly?

Ha, possibly I misread the OP. It encourages you to create your character’s personality and (to some extent) background on the fly. But not the stats, no.

Yeah, Luka suggests not even deciding on a character class/playbook until it becomes relevant in play.

I could see incorporating quantum characters into the “Advanced Freebooters” book of house rules, for sure. I might try to playtest that soon in my home game. Thanks for the suggestion.

FWIW, when a PC dies in Freebooters, it doesn’t take that long to roll up a new character. Almost everything about a new PC is generated randomly (class, heritage, alignment, traits, 7 ability scores, starting gear, starting silver). The only player deliberation is in how to spend starting cash. It’s never caused a significant delay in our home games, and people are usually excited by the process because they have no idea what kind of character they’re going to end up with. But of course I am biased!

That being said, Freebooters is intentionally designed to be played at a slightly slower, more deliberate pace than most PbtA games.

Vampire the Masquerade v5 has this as an option. It actually lists it before the ‘normal’ method of a lengthy character-creation-focused session zero.

2 Likes

Check out the dungeon crawl classics scratch off character sheets. Pre-made level 0 characters that you scratch off a Stat on when you need it. Doesn’t get any more quantum than that!

1 Like

I’ve seen one or two point-allocation / choose-your-skills games where you either don’t make all your choices before playing your first session, or can change your mind during your first session.

Quantum characters are essentially the default in freeform larp, where you’re given the bare minimum to get started and often learn who you are as you and your partners make choices during play. (And that’s the rule in improv.)

The long-running homebrew game I played in back in the ’90s had skill point mechanics (at first, before we switched to Over the Edge), and each PC had a few points of something we called “Didn’t I mention…?” which could be spent in play to give yourself a skill you hadn’t bought in pre-play character creation. I think the inspiration for it partly came out of discussions in Alarums & Excursions, and maybe partly out of jokes we made about how Wolverine in the X-Men always seemed to be sprouting new bits of character history he hadn’t told anyone about before.

1 Like