Early RPGs used random die rolls in character creation which were random – so people often rolled characters that sucked or sucked relative to the class they wanted to play. So nowadays games mostly have ways of giving players the kind of character they want to play and ensuring they don’t suck.
This is fine but sometimes i quite like the idea of trying to make the best out of a bad character at least if there are ways in game to improve him. Turning your physically sucky fighter into Conan could be a quest in itself.
One way of making random rolling work – better in a fantasy setting maybe but possibly universal – is if you make a player character’s low or very low or lowest attribute or attributes the result of an illness, disease or curse then you could have a temple or wizard that will cure / remove the disease / curse in return for a service (or a lot of service, say gold or items worth 1000 GP).
So the temple/wizard says yes your dexterity is cursed / diseased by D6 points and we can fix it for 1000 GP worth of stuff (or fix up to that D6 amount one point at a time for 1000 GP each time).
The players might eventually find that wizard / temple is doing the cursing itself – sending minions around putting curses on people to get them to work for a cure. Or even the cursing is done to attract adventurers to provide sacrifices to temple’s evil god or bodies for necromancy i.e. most of the adventurers are sent off to places where most don’t survive.
That’s not necessary though. It could be a simple quid pro quo.
The main purpose of the idea is simply to give a reason why the party all meet up in the starting location. They could all have a curse or disease effecting one of their starting stats (one of their stats can be increased by D6 points) as divined by a sage or priest somewhere in their birthplace and so they have all travelled to the same place try and get their curse removed.
They get turned into a party – rather than a bunch of individual travellers – by the temple.