Some terms before I get into this — these are phrases I might be using in a unique way, so I’ll define them right off so there’s no sidelining about what they mean. If you don’t agree a concept should have this name or that this name should be associated with this concept, well, just swallow that. This is what I mean when I say these things and arguing that I don’t is not helpful.
Simulation. All games are simulations. They are all abstract machines we use to assist in the imagining of a world through rules that govern our behaviour when we do that imagining. Some games are simulating physics to a greater or lesser degree. Some are simulating a particular narrative structure. All are simulations.
Simulation boundary. You can’t simulate everything and you can’t simulate anything with perfect granularity. You have to make decisions about what is and what isn’t in the simulation. This is the boundary. Some stuff is inside. Almost everything is outside.

Making characters is central to most role-playing games. And while there are broad categories one could define to pigeon-hole the various ways we do this, there are two categories that interest me: characters you describe with a generation system and characters you discover.
We’ve all played games where we have a character in mind and then look to the system to let us describe it. We have an idea, maybe not fully formed, but an idea, and we use the classes or the point buy or whatever to create a representation of that idea within the simulation boundaries of the system. When our intention and the system mesh perfectly we get a character that feels exactly like what we want to play and when we play it it delivers the experience we were hoping for.
My experience (with myself as a player) is that I tend to make the same characters. Not exactly the same, but remarkably similar. Sometimes they even look radically different until they enter play and then I realize I’m not being all that creative. I see this in other people too. Almost everyone, in fact. Not you, of course. And so my preference is not to use a system that lets me assemble my vision of my character. My vision is flawed. It has a lot of boundaries and most of them I don’t know about.
I prefer to discover my character. So let’s look at the new Diaspora Anabasis character creation system to see how we discover (and how we create, since we do both here). It will seem familiar — the phased process of Spirit of the Century still works today and I’m not junking any machinery that still operates and still meets my needs. I will tune it, paint it, polish it, even re-purpose it but if it’s not broken it doesn’t go in the bin.
We start with a list of APTITUDES. Things the character is naturally good at, modelled as gross categories. Some aren’t really aptitudes, per se, but let that slide for now.
PHYSICAL 0
SOCIAL 0
COMBAT 0
KNOWLEDGE 0
OPERATION 0
PURSUIT 0
CULTURES 0
ASSETS 0
We could argue forever about what a good set of aptitudes would be. Let’s not. This list is tuned to deliver Diaspora. For a different game with different moods I would choose differently.

Now keep in mind that we have already collaboratively created a context for these characters, a set of worlds with their own stories. Already before we even begin we have some choice forced on us: these are the worlds to choose from. These are the cultures. Whatever character we want to play, that character starts here somehow. Our choices are already narrowly focused.
You already do this, of course. When you play D&D your context has been firmly established and whatever particular tragedies are in your dark mysterious background, they all take place in the context of D&D’s particular fantasy world (or whatever variant you have bought or fabricated). So the only real difference here is that the context is partially random and wholly collaborative. No one is the sole engineer of the context. You are all reacting and creating, riffing really, off the random content.
So your first step is to choose a home world. In my case, I choose Borealis which has this description:
Borealis
Technology: 1 (chemical rockets to get to/from trojans and greeks, which are the only sources of resources in the system)
Environment: 0.2 (barely habitable moon orbiting a gas giant)
Resources: 1 (some exotic materials found in captured asteroids/comets that make up the L4/L5 groups around Borealis prime)
SUMMARY
Borealis is a hard-scrabble mining community of outcasts that are looking to strike it rich. It happened once before (long, long ago a prospector found something of value here, but what exactly it was has passed into legend and myth). From the view of Antoine (and any reasonable individual) there’s no point in spending human lives on such long odds and even robots aren’t worth the low returns. Thus, everyone on Borealis is doing their own thing, using outdated technology that’s held together by little more than baling wire and duct tape.
FACTS
Independent miners who might strike it rich.
Technology, environment, and resources are random components. Everything else has been created by the players.
So already I know something about my character and I didn’t control it.
Next I write a little something about growing up on Borealis. This is my first and most perfect effort to create what I want or at least plant the seed. I will not entirely control what it grows into. I write:
Everyone is totally, perfectly free here. Free to starve, free to suffocate, free to get radiation sickness and die of cancer. So you’re really slave to the labour you need to do to not starve, suffocate, or slough off your aviolae. At 11 I thought it’d be smart to specialize in fixing things that people need and chose to apprentice under an air systems team. Keeping the near-surface pockets of the Borealis moon breathing. That meant frequent trips to the surface and near orbit to mine gases. And that meant frequently standing in an armoured suit staring up at Borealis proper — that fierce warm glowing giant world that dominates half the sky with swirling blue and gold. And that made me want to fly.
Since this phase is mostly about the world itself, we get to add a fact to the homeworld, adjusting someone elses vision of that place to coincide with the character perspective. And then I make some mechanical changes to my stats which I don’t think are interesting to this narrative, but basically I decide what I’m naturally good at.
Next phase, though, I write about meeting another character:
It was Colonel Darros, an enormous Diver, who got me past orbit. He flew deep missions into Borealis to recover heavy gases and even suspended metal fogs. It was dangerous and exciting and it meant I had to learn to fly singleships from the surface of our Moon through complex orbital obstacles, and into the great storms. It was exacting, exciting, unforgiving work. But it wasn’t what I meant by flying. I wanted other stars. He had ideas along those lines as well. Dangerous ideas.
Now this is still me creating my character but I have also introduced a fact to my friend’s character Colonel Darros: I have implied that they are an expert in a certain field and given a kernel of an idea that they were up to something shady (since part of the context established previously is that there is one world that controls all FTL technology and it’s not our world). Even more disruptive is that another player has written about meeting me:
In an act of youthful defiance and idiocy, Markella stole away from her homeworld by hi-jacking a Antoinian inspections vessel. With it, she was able to slip to other systems. Little did she know that another person was on board when she boosted the ship. And it was lucky for her. It wasn’t until the ship’s systems were failing and she realized she could not possibly manage the ship by herself that she realized there was a prisoner in stasis on board. When she thawed Steyr Stonecutter, they found themselves working so well together that they were able to escape peril with their lives and an unexpectedly comfortable rapport.
So now I know that I’ve been aboard an illegally obtained slipship. I’m now a criminal (not what I was intending) and I have a friend. My next phase is coloured by this. And in a later phase I will influence another player character’s development similarly and be influenced.
This organic hybrid of describing and discovering is my favourite space for character design. I get to start something but I don’t get to decide where it goes. I get some curve balls and I decide how to deal with them. The character is my concept, but rather than my choice from whole cloth it is the sum of my reactions to things not entirely under my control.
And at the very least this character becomes different from my last character.
How do you feel these curveballs interact with player agency? You’ve said you enjoyed how it shifts you away from playing the same personality over and over, but what if the curveball just pushed you back down that well worn path (either because the other player knows what you ‘like’ and wants to help or even sheer bad luck?). When is a curve ball a wrecking ball and when is it a temple of doom railroader?
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For me this isn’t an issue — I’m not dedicated to making a particular kind of character. I love pure random generation, the extreme of this, but this is a hybrid we can still correct to your preference if you want. Mostly what it gives you is the OPPORTUNITY to go somewhere new. You might discover you were a criminal but you don’t need to let it define you.
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That said, if we push really hard we pretty much always ask each other if it’s cool first to do so. That should probably be a rule.
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I do like the improv aspect of RPG-ing (and the social aspect), as opposed to determinedly telling the story I want to tell.
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This form of group character creation or ‘collaborative storytelling’, as I think of it, is my favourite part of your games (whether Diaspora or various versions of Soft Horizon). It would be great if it could be utilized more in game play (I think maybe you’ve done this a little bit in
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