I created a character for my throwback 1980s Palladium Ninjas and Superspies game last night, and there it is. That incredible feeling came right back to me. This is a character I want to play. Wow, what a fantastic experience, and this is a character with depth, real meat, and substance. When I am done, the character feels substantive, authentic, and seriously cool.
You must be able to follow instructions! Most modern players do not have the patience for this process and will never be able to figure it out, but that 'speed bump' is not gatekeeping; it is a skill test to see if you are worthy of putting in the time and attention the game demands. If you can't get past character creation, other games are going to be better for you.
This was true of games like Advanced Squad Leader in the 1980s; the rules were a certain way, creating a natural barrier, so more casual players would play other games, while players who appreciated the level of detail the game delivers would stay. This creates a filtering system so people who want to put in the time will stay, and those better suited for casual games will go elsewhere.
And this is not bad design; it is a feature. Those people on gaming YouTube saying "it is common wisdom this is a bad design" have no idea what they are talking about. They just want to sound smart and push everyone into casual games so they can get on the monetization gravy train. This is also why the First and Second Editions of AD&D (OSRIC or For Gold & Glory) are better for me than BX or BECMI.
I will take devoted, attentive, and patient players over the casual crowd any day. It is the difference between home cooking and fast food. While fast food is great every once in a while, it never satisfies me, nor is it worth going out of my way to eat. Meals made with care and time are always better, and the people who share that love are the ones I can relate to and speak to about food. The same goes for gaming; simple, casual, easy games feel pointless to me.
That is not to say the system could be more organized. Keep listing the skills and their modifiers that your training packages provide. In the end, sort both the primary and secondary lists, go skill by skill in the book, and write down your base percentage (plus the education bonus for primaries) and the per-level bonus. Some skills also have a negative modifier when chosen as a secondary, so secondary skills are better for no-percentage physical skills.
I create my characters in a LibreOffice document in double-column format, with fixed tabs, and type all the values by hand. Who needs a silly character sheet? Real players use LibreOffice and Linux for their character sheets. If you know how to create columns and tab stops every half inch, you have everything you need. You will never be taken advantage of by a paid online character storage site or Windows and its AI reading your documents ever again.
I even prefer this method to many "crafted" character sheets that are too fancy or take up too much space. At least here I can set a half-inch gutter margin and three-hole punch the character sheet for binder storage. LibreOffice character sheets are the way to go these days, and you will get a greater sense of DIY attachment and accomplishment once you create a sheet that is better for you than what others can provide.
Once you create one character, strip it down and use it as a blank template for others. There is your blank character sheet, and you can do a better job of organizing things yourself. Make sure to use LibreOffice's "sort" feature (Tools->Sort) when you select a list of skills so you can alphabetize them quickly.
This works very well for me, and I can fit an entire character on a single double-sided page. Also, note that I listed the skills as a base percentage plus X%/level, so if the character levels up past level one, I will not need to go back to the book and find all these "per level" modifiers again.
This also works for any Palladium game, and you can even export to PDF or text to import into a VTT. It sounds primitive and like a lot of work, and while it is more work, I feel an in-line two-column character sheet that I design is superior to most anything I could find online. For one, I have infinite space, plenty of room, and I can create custom sections for things that I want the campaign to focus on.
You will get double skills in character creation, and only the highest level applies. Also note that the character's education bonus (if they have one) is added to all primary skills, and not the secondaries! Some skills will modify other skills, so take note of that.
And do those physical skills early, so they modify your stats and SDC.
Also note, this is an old-school game. If your character is missing a skill, you can either wait until the OCC says you get a new one or you can figure out a way to get it in-game. Let's say I want my agent to get a "combat motorcycle driving skill" and they don't have it, or I forgot to give it to them.
Your first option is to swap an unused skill for that one, but be careful with physical skills, since they modify stats! Another option is to wait for the OCC to grant you a skill pick.
The third option is to figure out how long it would take to get that skill through a training course, if they can take it, who they would take it from, and how much in-game time it would take to attend classes. Three months for a secondary and six months for a primary sounds right, and you are trading time for advancement. If the skill is more in-depth, this time may be 2 to 4 years in fields like medicine, and it will take place over a more extended period.
You are trading time away from adventuring and adding time to the character's age in exchange for that advancement, so it works out. If you wanted to start with this skill, add the time to the character's age and give it to them. You are trading lifespan for a skill that is more than fair.
Also, I added a few sections to this character sheet that the "official" one lacks. I created a background section for the character's background and family, including the university they attended and when they graduated. I made a training programs section to list the packages I took during character creation. I added a date of birth. I made a section for their cover that can also expand if contacts or other special notes are needed. I listed all their martial arts moves and abilities. I made a section that lists the strike modifiers for different weapons and attacks.
The combination of the time it took to create the character, craft the sheet, and go through the selections and picks made me excited to play. I don't get this feeling with other games, and games that are much simpler than this. This character means something, and I get that "excited to play" feeling that I do not with other games.
Fantasy characters done this way are likely just as good, and clearly a step above anything 5E gives me.


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