Courtesy of Jon Peterson's The Elusive Shift, in ch. 3.
At stake in this choice was the nature of character generation as a creative act of the player. Consider the character-generation system of the era proposed by Bob Frager in [Alarums & Excursions no. 34]: a process of guided meditation. He encouraged players to close their eyes, breathe, and envision a door marked "Adventurers." After opening the door and allowing a few adventurers to emerge, players should select an interesting one and speak to it, listening to its strengths and weaknesses. "Now let yourself become the character. Identify with it and experience what it's like to be it. Ask this person, how do you feel? What is the world like to you? What do you want?" Returning to reality with a specific person in mind, players then roll characteristics and "assign the six rolls in whatever way best fits their character." At that point, though, rolling dice hardly seems adequate as a means of specifying the character.
"If I needed a character, I would simply step through my mind to meet many simulated characters who are all distinct and have personhood. They have their own needs, desires, and insecurities." Fuck out of here with that. Matrix-ass construct-ass brains.