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	<title>Comments on: Hot Button: Pre-Gen Characters</title>
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		<title>By: Pregenerated Characters&#8211; The Order of the Silver Chalice &#171; The Action Point</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-11028</link>
		<dc:creator>Pregenerated Characters&#8211; The Order of the Silver Chalice &#171; The Action Point</dc:creator>
		<pubDate>Fri, 29 Oct 2010 17:33:12 +0000</pubDate>
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		<description>[...] who hate the very idea of pregenerated characters&#8211; in fact, Gnome Stew made it one of their Hot Button questions once upon a [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;11028&#039;,&#039;Pregenerated Characters&#8211; The Order of the Silver Chalice &laquo; The Action Point&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] who hate the very idea of pregenerated characters&#8211; in fact, Gnome Stew made it one of their Hot Button questions once upon a [...]
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		<title>By: super rats</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7077</link>
		<dc:creator>super rats</dc:creator>
		<pubDate>Thu, 20 Aug 2009 20:10:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7077</guid>
		<description>I was in a group where two different DMs ran campaigns with pre-generated characters. One of the players pretty much had a defining character come from a pregen he played out. For the other campaign ran by another DM, a player and I were brothers in character, though I no longer see this person, for a few years after that campaign ended we&#039;d still make reference to our brotherhood. Arguably, three of the best characters out of that gaming group were characters made by the DM for the players. Our group featured a lot of actor types, who if they got a great character, it didn&#039;t really matter where it came from. 

Granted, if it&#039;s a DM I don&#039;t know, I&#039;ll be skeptical and they wouldn&#039;t be my first choice. If I knew they were excellent storytellers, well, I&#039;d look forward to it. It can be liberating to have such a firm placement of the character in the story. That firm placement leads to a lot more confidence when doing ad-libs with details during roleplay. Having such a solid framework, I found, gave me a lot of room to grow the characters and to interact with the other PCs and NPCs. 

With my current group of players, as a DM, I wouldn&#039;t dream of pre-gens because they are not actors. They are in it for a game with the side benefit of a good story. Since it&#039;s a game, character creation is viewed as a skill, so creating characters for this group removes part of the game. A table of actors might not view it the same way.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7077&#039;,&#039;super rats&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I was in a group where two different DMs ran campaigns with pre-generated characters. One of the players pretty much had a defining character come from a pregen he played out. For the other campaign ran by another DM, a player and I were brothers in character, though I no longer see this person, for a few years after that campaign ended we&#8217;d still make reference to our brotherhood. Arguably, three of the best characters out of that gaming group were characters made by the DM for the players. Our group featured a lot of actor types, who if they got a great character, it didn&#8217;t really matter where it came from. </p>
<p>Granted, if it&#8217;s a DM I don&#8217;t know, I&#8217;ll be skeptical and they wouldn&#8217;t be my first choice. If I knew they were excellent storytellers, well, I&#8217;d look forward to it. It can be liberating to have such a firm placement of the character in the story. That firm placement leads to a lot more confidence when doing ad-libs with details during roleplay. Having such a solid framework, I found, gave me a lot of room to grow the characters and to interact with the other PCs and NPCs. </p>
<p>With my current group of players, as a DM, I wouldn&#8217;t dream of pre-gens because they are not actors. They are in it for a game with the side benefit of a good story. Since it&#8217;s a game, character creation is viewed as a skill, so creating characters for this group removes part of the game. A table of actors might not view it the same way.
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		<title>By: GiacomoArt</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7064</link>
		<dc:creator>GiacomoArt</dc:creator>
		<pubDate>Wed, 19 Aug 2009 19:04:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7064</guid>
		<description>@Walt Ciechanowski: I think we can agree that whatever one calls it, the West-End Star Wars experience for coming up with a PC bears little resemblance to building a character for, say, 4E or Champions.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7064&#039;,&#039;GiacomoArt&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Walt Ciechanowski: I think we can agree that whatever one calls it, the West-End Star Wars experience for coming up with a PC bears little resemblance to building a character for, say, 4E or Champions.
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		<title>By: Kurt "Telas" Schneider</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7062</link>
		<dc:creator>Kurt "Telas" Schneider</dc:creator>
		<pubDate>Wed, 19 Aug 2009 18:46:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7062</guid>
		<description>I&#039;ve always thought of pre-gens as &lt;i&gt;disposable&lt;/i&gt;.

But I do appreciate when the GM provides advice/input to character creation, either to foster effective characters, or to promote RP.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7062&#039;,&#039;Kurt \&quot;Telas\&quot; Schneider&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve always thought of pre-gens as <i>disposable</i>.</p>
<p>But I do appreciate when the GM provides advice/input to character creation, either to foster effective characters, or to promote RP.
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		<title>By: Virgil Vansant</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7060</link>
		<dc:creator>Virgil Vansant</dc:creator>
		<pubDate>Wed, 19 Aug 2009 15:58:46 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7060</guid>
		<description>I almost always use pre-gens in my games for one-shot adventures or when the group is trying out a new system. If the the game evolves beyond one night of gaming and becomes a regular campaign, then I consider the original adventure the equivalent of a pilot episode. &quot;Casting changes&quot; are certainly allowed so that the players each have a character that they would want to continue to play long term.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7060&#039;,&#039;Virgil Vansant&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I almost always use pre-gens in my games for one-shot adventures or when the group is trying out a new system. If the the game evolves beyond one night of gaming and becomes a regular campaign, then I consider the original adventure the equivalent of a pilot episode. &#8220;Casting changes&#8221; are certainly allowed so that the players each have a character that they would want to continue to play long term.
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7056</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Wed, 19 Aug 2009 02:16:01 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7056</guid>
		<description>Pregens for an ongoing game are a complete non-starter for me, both as a GM and as a player.

As a GM, I want my players to be invested in the campaign -- and if they don&#039;t create their characters, 90% of players won&#039;t be invested. It also creates more work for me for no good reason.

As a player, in a traditional game my character is my vector for communicating what interests me about the game, and connecting myself with the game world. I want fine-grained control over that vector.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7056&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Pregens for an ongoing game are a complete non-starter for me, both as a GM and as a player.</p>
<p>As a GM, I want my players to be invested in the campaign &#8212; and if they don&#8217;t create their characters, 90% of players won&#8217;t be invested. It also creates more work for me for no good reason.</p>
<p>As a player, in a traditional game my character is my vector for communicating what interests me about the game, and connecting myself with the game world. I want fine-grained control over that vector.
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		<title>By: jcdietrich</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7055</link>
		<dc:creator>jcdietrich</dc:creator>
		<pubDate>Wed, 19 Aug 2009 01:44:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7055</guid>
		<description>I think pregens are fine, however I am also an actor. I am used to the idea of being given a set of defined constraints about my character and then flushing things out and making it my own over time.

(If you are going to play Hamlet, you need to play Hamlet, not a female dwarven magic user who has an addiction to ale.)&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7055&#039;,&#039;jcdietrich&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I think pregens are fine, however I am also an actor. I am used to the idea of being given a set of defined constraints about my character and then flushing things out and making it my own over time.</p>
<p>(If you are going to play Hamlet, you need to play Hamlet, not a female dwarven magic user who has an addiction to ale.)
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7053</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Wed, 19 Aug 2009 01:09:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7053</guid>
		<description>The only time I&#039;ve made pre-gens for a campaign was one a long time ago, that was a little like the premise behind Scion - everyone was the child of a deity. Only in mine, they all descended from two deities, and this cross made them powerful. I made a template for each deity, and a few templates for powers, the players got to mix and match templates to make their character. (This also saved me a ton of time on villains since they all were made the same way.)

The players liked it. Two of them shared one template, but since their other template was different, the characters were plenty different in play. And they were all around the same power level.

I don&#039;t think I&#039;d ever entirely pregen characters, though, and I wouldn&#039;t want a pregenned character for anything longer than a one-shot.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7053&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The only time I&#8217;ve made pre-gens for a campaign was one a long time ago, that was a little like the premise behind Scion &#8211; everyone was the child of a deity. Only in mine, they all descended from two deities, and this cross made them powerful. I made a template for each deity, and a few templates for powers, the players got to mix and match templates to make their character. (This also saved me a ton of time on villains since they all were made the same way.)</p>
<p>The players liked it. Two of them shared one template, but since their other template was different, the characters were plenty different in play. And they were all around the same power level.</p>
<p>I don&#8217;t think I&#8217;d ever entirely pregen characters, though, and I wouldn&#8217;t want a pregenned character for anything longer than a one-shot.
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		<title>By: Walt Ciechanowski</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7052</link>
		<dc:creator>Walt Ciechanowski</dc:creator>
		<pubDate>Tue, 18 Aug 2009 23:37:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7052</guid>
		<description>@GiacomoArt - It&#039;s probably been a decade since I&#039;ve played WEG Star Wars and I don&#039;t own a copy. I remember picking a template, making a few decisions, and running with it. That&#039;s not a criticism; I had a lot of fun in that campaign. Still, I&#039;d classify it as closer to &quot;pre-gen&quot; than full-on chargen.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7052&#039;,&#039;Walt Ciechanowski&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@GiacomoArt &#8211; It&#8217;s probably been a decade since I&#8217;ve played WEG Star Wars and I don&#8217;t own a copy. I remember picking a template, making a few decisions, and running with it. That&#8217;s not a criticism; I had a lot of fun in that campaign. Still, I&#8217;d classify it as closer to &#8220;pre-gen&#8221; than full-on chargen.
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7049</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Tue, 18 Aug 2009 22:16:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7049</guid>
		<description>Pre-Gens are great for conventions and demo games at the FLGS. I&#039;ve never liked using them in gaming group play.

The only exception might be if someone gets added to the game at the last minute and takes control of a well-detailed NPC (obviously pre-generated).&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7049&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Pre-Gens are great for conventions and demo games at the FLGS. I&#8217;ve never liked using them in gaming group play.</p>
<p>The only exception might be if someone gets added to the game at the last minute and takes control of a well-detailed NPC (obviously pre-generated).
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		<title>By: GiacomoArt</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7046</link>
		<dc:creator>GiacomoArt</dc:creator>
		<pubDate>Tue, 18 Aug 2009 20:22:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7046</guid>
		<description>For me, pre-gen characters = board game. My one good experience playing a pre-gen RPG, character was trying out the FUDGE demo with my wife when the author debuted it at GenCon; we each grabbed one of the two wizard characters, and had a blast using them to break away from the &quot;spellbook&quot; mentality of D&amp;D.

When I GM, I never pre-gen beyond setting the basic premise for the campaign (e.g.: &quot;You&#039;re all rebels fighting against the galactic Empire,&quot; or, &quot;You&#039;re all knights in King Arthur&#039;s Britain.&quot;) If a player doesn&#039;t want to be bothered with character design, I&#039;ll just grill them for a description of who they want to be, then I&#039;ll work the numbers for them, but that leap between campaign-premise and finessing the rules is what makes it their character, not mine.

BTW: I have to disagree with characterizing West-End Star Wars as offering &quot;slightly customizable templates&quot;. Yes, it did offer templates; and, yes, it didn&#039;t take much brain power to finish off those templates and have a ready-to-play character; but it was a streamlined, mechanics-light system to begin with, so that little bit you did do to finish off the template was still half the mechanical work of character design. Plus, unlike the D&amp;D &quot;class&quot; system, it was a trifle to see how to juggle the templates into completely new and unique permutations that wouldn&#039;t break the game.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7046&#039;,&#039;GiacomoArt&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>For me, pre-gen characters = board game. My one good experience playing a pre-gen RPG, character was trying out the FUDGE demo with my wife when the author debuted it at GenCon; we each grabbed one of the two wizard characters, and had a blast using them to break away from the &#8220;spellbook&#8221; mentality of D&amp;D.</p>
<p>When I GM, I never pre-gen beyond setting the basic premise for the campaign (e.g.: &#8220;You&#8217;re all rebels fighting against the galactic Empire,&#8221; or, &#8220;You&#8217;re all knights in King Arthur&#8217;s Britain.&#8221;) If a player doesn&#8217;t want to be bothered with character design, I&#8217;ll just grill them for a description of who they want to be, then I&#8217;ll work the numbers for them, but that leap between campaign-premise and finessing the rules is what makes it their character, not mine.</p>
<p>BTW: I have to disagree with characterizing West-End Star Wars as offering &#8220;slightly customizable templates&#8221;. Yes, it did offer templates; and, yes, it didn&#8217;t take much brain power to finish off those templates and have a ready-to-play character; but it was a streamlined, mechanics-light system to begin with, so that little bit you did do to finish off the template was still half the mechanical work of character design. Plus, unlike the D&amp;D &#8220;class&#8221; system, it was a trifle to see how to juggle the templates into completely new and unique permutations that wouldn&#8217;t break the game.
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		<title>By: eskimo</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7045</link>
		<dc:creator>eskimo</dc:creator>
		<pubDate>Tue, 18 Aug 2009 20:17:04 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7045</guid>
		<description>About a year ago, my friends and I would play D&amp;D 3.5 adventure-by-adventure, with no real campaign in mind. It worked for us because we could run an adventure in-between classes and not have to worry about any session-to-session continuity. In that time, I wrote a java script that would randomly generate a D&amp;D 3.5 character for you, with more or less accurate accessories, so we could have totally new characters each session if we wanted to. It doesn&#039;t always work, and is a little stupid, but it took a 45-minute process and made it less than a minute. And, if you have flexible players who want something quick and dirty, we had several fun lunch hours experimenting with random characters and their advantages/drawbacks. At the very least, it created a good starting point for when we wanted to make &quot;actual&quot; characters. http://halfbakedscheme.com/randomchar.htm&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7045&#039;,&#039;eskimo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>About a year ago, my friends and I would play D&amp;D 3.5 adventure-by-adventure, with no real campaign in mind. It worked for us because we could run an adventure in-between classes and not have to worry about any session-to-session continuity. In that time, I wrote a java script that would randomly generate a D&amp;D 3.5 character for you, with more or less accurate accessories, so we could have totally new characters each session if we wanted to. It doesn&#8217;t always work, and is a little stupid, but it took a 45-minute process and made it less than a minute. And, if you have flexible players who want something quick and dirty, we had several fun lunch hours experimenting with random characters and their advantages/drawbacks. At the very least, it created a good starting point for when we wanted to make &#8220;actual&#8221; characters. <a href="http://halfbakedscheme.com/randomchar.htm" rel="nofollow">http://halfbakedscheme.com/randomchar.htm</a>
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		<title>By: philofthefuture</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7042</link>
		<dc:creator>philofthefuture</dc:creator>
		<pubDate>Tue, 18 Aug 2009 20:00:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7042</guid>
		<description>Just last week I played in a Silver Age Sentinels game that the GM made all the characters for. This game happen will only happen when our regular GM can&#039;t make it but I was happy I didn&#039;t have to worry about character creation. Now if this super hero campaign takes off we would be able to change our character around if we wanted to, and we came up with what we wanted a characters to be like, and he just did his best to make what we wanted to happen, so it wasn&#039;t like we didn&#039;t have a say in generation, we just didn&#039;t have to worry about the mechanics of character creation.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7042&#039;,&#039;philofthefuture&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Just last week I played in a Silver Age Sentinels game that the GM made all the characters for. This game happen will only happen when our regular GM can&#8217;t make it but I was happy I didn&#8217;t have to worry about character creation. Now if this super hero campaign takes off we would be able to change our character around if we wanted to, and we came up with what we wanted a characters to be like, and he just did his best to make what we wanted to happen, so it wasn&#8217;t like we didn&#8217;t have a say in generation, we just didn&#8217;t have to worry about the mechanics of character creation.
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		<title>By: Creature</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7041</link>
		<dc:creator>Creature</dc:creator>
		<pubDate>Tue, 18 Aug 2009 19:47:34 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7041</guid>
		<description>I absolutely despise pre-gens for home games. I think the skills, feats, powers etc. should be entirely the player&#039;s choice...it IS their character, after all.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7041&#039;,&#039;Creature&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I absolutely despise pre-gens for home games. I think the skills, feats, powers etc. should be entirely the player&#8217;s choice&#8230;it IS their character, after all.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-pre-gen-characters/comment-page-1#comment-7034</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Tue, 18 Aug 2009 15:49:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=4713#comment-7034</guid>
		<description>I&#039;m in the same range as most of the responses: Pregens are great for a limited time or when learning the system, but for a long campaign let me create someone I want to identify with week after week.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7034&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m in the same range as most of the responses: Pregens are great for a limited time or when learning the system, but for a long campaign let me create someone I want to identify with week after week.
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