#1
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Building Better Characters
Next would be Persona and this is comprised of Backstory, Personality, Affectations and Worldview. Backstory is exactly what you would think - the events that made the character into who he is today. For starting characters I usually keep it to a couple of paragraphs and try to work in as many hooks to the rest of the campaign and characters as I can manage. Make a list of potential hooks on the side so you have some suggestions for the GM. Oftentimes, I'll put these in secret text for the GM right in my app. It makes things easier for them to know where you are coming from and what your interests are for this character. Personality I'll usually leave til the last thing since it's a result of all the other aspects of character, but when I do write it I keep in mind that the character has to be fun to play and interact with. Affectations are strong personality traits that will be immediately obvious to someone who interacts with the character. These are again one or two word descriptors like gruff, sleazy, smooth talker, etc. Worldview is one or two sentences about how the character looks at the world - a code of honor, cynical viewpoint, naivete or other lens thru which the character will interact with others. Third and potentially most important is Purpose. Why the character would be involved and keep at it despite difficult and dangerous circumstances. Typically this is broken down into Goals, Motivations, Inner Demons, Conflicts and Character Arcs. Goals are fairly self evident - what does the character want to accomplish. I usually try to have at least one short, medium and long term goal. Motivations are why they want to accomplish those goals. Inner Demons and Conflicts are what is holding the character back from accomplishing the goals above, why they can't just walk out and get it done. These are the things that make us do the self destructive idiotic actions that you see every day in the world around you.Character arcs are the ways you see your character changing and growing over time. Once again, having more than one of these is a good thing. Think in terms of short medium and long time frame. There is nothing that says that the various aspects of purpose and personality have to be congruent with each other, in fact reconciling the conflicts inherent in your writeup can be some of the most fun roleplay that you will have and can be quite entertaining to everyone involved. I also have a few rules that I keep in mind when making a character for an rpg - Rule 1: The character must work in a group Rule 2: The character must be fun for the player and the rest of the party Rule 3: The character must be trustworthy in the eyes of the other characters Rule 4: The character must have a reason to get involved Rule 5: The character must fit the campaign style Rule 6: You must be able to actually play the character Finally, think of building a character as if it were an iceberg - most everyone you play with will only see a small portion of the work you've put into it. However, the result will be a fully fleshed character that stands up and stands out on it's own merits. So that is my approach to building a character. You will notice that nowhere in there did I mention anything about mechanics. Game mechanics will flow naturally if you allow the character to emerge first. Also keep in mind that this is an interactive process between the GM and Player - be willing to bend to the GM's requests so as to better fit into the events they have in mind. The GM also has to be willing to bend the story they intend to fit the characters they select. (this was moved to a thread of it's own rather than in the character where I originally wrote it since it's generally applicable rather than character specific.)
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#2
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It is fantastic, Thanks Ronin!
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#3
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AC: can this also get a sticky?
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#4
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If I may try to expand on some of those excellent points that roninkelt made.
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#5
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Re: rule 2 - I think perhaps trustworthy may have been the wrong word to use, but I wanted something succinct rather than the wordy "Someone you can count on to help pull your bacon out of the fire when the chips are down."
In a game that I currently play, there is another PC who is perfectly trustworthy for most everyday things, but refuses to commit when the chips are down and it's caused us some significant problems and at least one near TPK. I find it to be intolerable and don't count on him as an asset when doing tactical planning and assessment. IMO were there not ooc reasons to keep this character around he would have been banished long ago. In that sense, rule three would be the last one I'd dispense with for a cooperative game. I absolutely love your rule B, many of us players forget about that when things become difficult in game and it feels as if the GM is picking on us.
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#6
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It's one commonly overlooked, sadly. I learned this one pretty early, both by screwing it up (one of my first characters was almost immediately dropped in sewage and I came really close to raging over it) and by bad examples of others.
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#7
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Thanks to all the great great GM's. Especially: Makenshi, Birched, Savoylen, Davion, and Homestarbaby. Last edited by SpatulaOdoom; Jul 9th, 2013 at 04:36 PM. |
#8
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Quote:
![]() That is a good way to be workably unreliable, though. You provide a channel or reliability for the character. Give other people tools to get a handle on your character - this will make it less likely you seem like you're not worth having in the party.
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--[ A Guide to Applications ]-- Last edited by Aeternis; Jul 9th, 2013 at 04:53 PM. |
#9
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Not all character's have to be trustworthy, in my eyes at least. Sometimes its enjoyable to be the sneaky Rogue or the solitary Ranger, or in the case of a low magic setting a Wizard or Sorcerer who isn't trusted purely because they are magic users. Sometimes being the outcast, and having to earn the other characters trust, is the most fun.
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#10
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Trustworthy in the sense that they will stick around when danger rears its head. Even the sneakiest most dastardly PC rogue usually doesn't go missing when the chips are down. See the discussion above between Aternis and myself... Trustworthy is shorthand for what I really meant, if you come up with a succinct way to say it let me know.
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#11
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Upfront
I think if you plan on being that untrustworthy character, it's best to be totally up front about it (both as the character and outside the game itself). Though there is a line when it comes to being untrustworthy.
I totally agree that even if you are that untrustworthy character, you plan on sticking around even when the going gets tough. |
#12
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That's certainly a must. Your DM should not be caught by surprise by your character's untrustworthiness, or for that matter any aspect of your character's outward persona, when the game starts. You shouldn't keep such things secret from the DM at application time. You want the DM's impression of the character to match what you're building as closely as possible, that way everyone's satisfied with the character if they're accepted.
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#13
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It also highly depends on the group.
I've had groups that hate PvP, though my primary group of IRL gaming friends that I used to be with thrived on it. If you did something stupid there were consequences. That might have had something to do with the party leader being a high level thieves guild operative, and eventually the guildmaster.... But it carried over into other games.
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#14
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As someone who's coming back to this kind of gaming after years of not having time or people to play with, Thank you for this bit of advice. I'm hoping this will help me refine the ramshsackle ideas that tend to tumble out of my head.
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#15
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I must admit I found it an interesting read myself, especially the discussion afterwards. When best to let your party drop and just let your PC flee in terror while the rest of your party fights that already hopeless fight with Mister Prime Evil himself.
Something to ponder upon.... ;-) |
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