Character generation is absolutely part of the game, and one of the first interfaces new players have with any RPG. The design of a character generation system sets out the platform for how the game is run from then on and defines the roles they play. Try taking Attribute Auctions out of Amber, and you are no longer playing Amber. Take points spend out of GURPS and you are no longer playing GURPS. The meaningful choices in a game start with character generation - and unless you understand the implementation in gameplay of what you are buying, then you don’t know what you are buying and that takes a learning curve like anything else.Character creation isnt part of the game, and no game of any sense is going to include an entire catalogue of advantages/disadvantages, the GM is going to pick out the few that are appropriate to the game itself. The three different types of rolls all work the same, ust one is made by the player, one by the GM, and one the result is compared to a chart. And the GM is going to handle the modifiers to a roll.
A player can learn all of that stuff, but there's no necessity in any way in order for them to play the game and make meaningful choices.
The advantage to a new player when taking up a game like Fate is that there aren’t huge lists of traits, and indeed some of them (Aspects) are self defined. The fate point economy amounts to a few regulated interactions which are easy to learn about and understand as you go - you don’t even have to define everything until you choose to during game play. Compared to GURPS, Fate is an easy game to learn how to play. The same is true of PbtA games where everything is literally written down for you in a Playbook.
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