I‘d love to see a combination of osr style adventure gaming (AC, classes, levels, the whole deal) and a solid life path mechanic. How could that be achieved and game-mechanized? I own a supplement for the (IMO under appreciated) osr-y 5e hack Five Torches Deep. It works, but takes a pretty abstract approach. I think, a life path system could do magic for establishing a certain milieu for an osr campaign. Instead of dumping lore on the players („3000 years ago…that’s why all knights of the order of blabla..“), the setting would be established via A) the life path „mini game“ during character creation an B) through the exploration pillar of the game. What do you think?
Wild suggestion: But would it have to have much of a mechanical impact on character stats?
Characters don't have many stats to begin with and they are mostly pretty abstract. When the goal is to create more character background and tied it into the setting, perhaps that could be accomplished entirely without customizing the character's stats at all?
Interesting perspective! But I would like to see some mechanical effect as a result of the character’s social class/upbringing/previous experiences. It should also be a quick procedure. A few decisions and rolls. Would not like it to result in pages of backstory (brrr).
maybe try making the mechanical part of lifepaths as short descriptive abilities rather than stats? Something very narrow yet helpful. Check out this blogpost too http://riseupcomus.blogspot.com/2023/08/pointcrawling-character-creation.html?m=1
Interesting, there could be traits or backgrounds related to a given origin or birth place for example (something that D&D 5 and other games already do).
There is also some old AngryGM rant about biological and cultural traits of starting characters https://theangrygm.com/why-race-isnt-broken/
Pick a different old school game that incorporates this stuff? Runequest is a very old school game that easily supports life paths.