Web-based CharGen or in-game CharGen
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I don’t really have a preference between the two.
However, I do really really prefer well documented CharGen.
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@Yam Depends on if you count ‘email staff with a copy of your +sheet and they’ll plug it all in for you’ as a mysterious third thing or not.
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I don’t think you can generalize that much. It’s going to vary greatly by game and skill of the coder.
In Ares for example, I think the FS3 web chargen is much easier to use than the in-game one. But if you’re a player who prefers client over web, that isn’t going to matter. Or if you have a visual impairment, you may find a client-based chargen easier no matter how nice the web one is. Some chargen systems are going to be nighmarishly complex on web. etc.
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@Yam I like anything that doesn’t make me do too much math
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@Yam
I prefer web-based by a mile. It is much easier (for most users) to navigate theme files and fill out a form on a web page than running individual commands which all continually push data further up the buffer. -
The third thing: vibes-based chargen, in which stats are inferred and implied, and dice challenges resolved through the pageantry of dance.
Okay, really, I’d just go with well-documented and either web-based with a registered login provided upon request, or well-documented and handled on-site, with approval mostly rubber-stamping after the sniff-test is done.
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I prefer web-based, but echo what people have said about anything being fine so long as it’s clear and well-documented.
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web based is so nice. telnet travels on the devil’s whispers
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I want the machine to do the mathening. I do the storying, the machine does the mathening. That’s why we have the machine.
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As someone who prefers in-game chargen, web-based is by far better.