I'd like to discuss this topic with the narrow niche of Table Top GMs on the forum.


With the mindset of merging mechanics with story and character creation, I discovered this topic in this strange forum pertaining to ideas about skill sets. From that came my first draft of merging the character creation process with writing history and define which skills are important to a character.

We're getting into the rules heavy territory of rpgs, aka rules theory and stuff.

In this drafted system characters have a single slot for a skill set. A skill set is two or more skills that are related to each other under a profession. A profession is simply defined as a job or title of a character such as Knight, Carpenter, Doctor, etc. In an attempt to reflect real world skills simplistically while avoiding overbearing mechanics, the rp will use skills only if a player decides to use them or highlight them in the character.

A single skill in particular is named "profession: blah blah" where the profession is replaced with the title or job which frames the context of the skill's origin and how it can be used in the rp. Blah blah can be replaced by sub-title which covers more specific, basic knowledge relating to the skill, and implied activities involved with learning that skill. The key with a sub-title is explaining the origin of obtaining the skills, like a bulletin point of a character's history.

On the other hand once can highlight attributes and traits of the character, gained through other skills. These would be personality traits, physical traits like strength, activities that defined how a character looks like weight lifting. The list of options goes on but it should serve the purpose of honing in a character instead of broadening the implied knowledge and abilities.

The skill system doesn't account for weaknesses really, just things that would give a character reasonable ways to interact with the world they are used in. The example below is a generic NPC who'd I'd use for one that would reoccur. I might cut or edit that base for similar characters that are not important.



What do you think of a character built this way? Would you or do you use a similar method?