QUOTE (Glyph @ Nov 21 2011, 02:53 AM)

How can you even do the numbers before the concept? Before you try to make the best there is at something, you need to know what that something is! Did you mean do the numbers before the background?
Generally, I will do concept, rough out the stats (and this is where I determine whether my concept is even viable - some might be too ambitious, or be things that don't really work that well in the setting), then do the background. Character creation is pretty subjective, and people use different approaches. I like my way because of the "synergy" that another poster mentioned. The stats and story mesh together.
Also, when things aren't set in stone from the start, the character can change during the creation process. Maybe my troll bruiser winds up with a higher Logic (to help him be a backup combat medic), but still a low Charisma, so instead of typical muscle, I decide he is a smarmy know-it-all who overcompensates for troll stereotypes by being extra faux-cultured, only he often messes it up. Sometimes the fun part isn't translating a story into stats, but watching how a character can mutate while you are putting it together.
Oh, thats not that hard. You think of a "Class" you want to play in the group or about a rule you are going to rape.
Then you build a character around it and after you are finished you streatch a 0815 Story to fit his/her profil. (Ends up with ex-marines having a rifle skill of 6 or something like that, or even a stripper with such a skill. Does not matter. At least it explains the agility 9. So I guess the stripper girl with agility 9 and rifle 6 and strength 1 is even more credible than the marine with such numbers... Anyway...)
@Cain
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I have one guy who's "special needs". I give him a lot of leeway, but he only barely understands how to play a character as anything other than a murder machine. I could hand him *any* character, and he'd make it into a murder machine, no matter what I put on the paper. The only reason I tolerate it from him is because he is a nice guy, and genuinely doesn't understand how much more he could be doing. He's slowly learning, and given his learning disability, that's saying something.
Well, so a bad player is a bad player. There is nothing new there. I can't play chess very good, so any chess bord won't change anything. I would still be bad. But a chessboard with several figures missing would ruin the game between two good players too.
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There are other players I can hand any character to, and they'd make it wonderful. They can bring out the best in anything. It can be a hyperspecialist, or a complete doofus, they'd manage somehow. Now, they do better with the hyperspecialists than the doofuses, but the trick is that it's the player who does the roleplay, and not the character.
This depends to 100% on the GM. Sorry to bring it to you. What you describe is your personal believe system of how a game should be run. If you run games for hyperspecialists (and from what I have heared you do), than a hyperspecialist will always do better, because his weaknesses do not matter.
If you do not run a game for such characters, they tend to break apart. Thats a general argument, which is valid everywhere and anytime.
If you meet a GM who does not run plot oriented games (or very diverse plots) such characters will have a hard time.
In such games it would not matter that there is a face with such a high dicepool, if only the "killing machine" is there to negotiate.
And all this stuff about "so we do not split the group", well so you get only half the shit done. And time is passing, we are not playing a video game, where you can take a month of exploring old ruins, vaults or steal from some guys to go back to the quest about the serial rapist, holding a girl captive, without penalty.
So you run down leads using the whole group. Go for it, but if the leed turns out to be cold you have wasted all your time and the run might have failed...
Thats the differance between railroaded plots, where there is only one way to go and plots where every idea of the players crates an other possibility. It might turn out to be a shortcut or wasted time. Up to the players to decide how to move.