Author Topic: Tips/Advice Articles: Character Creation and Development
NaboosPrincess 
Title: Manager Emeritus
Registered: May '01
6907_Anakin and Padme
Date Posted: 3/12/06 8:48pm Subject: Tips/Advice Articles: Character Creation and Development - Date Edited: 3/13/06 12:44pm (1 edits total) Edited By: NaboosPrincess
Please use this thread to post information and tips on character creation and development. This is for general character creation only! For tips on creating specific characters (like Jedi, etc.) please see our other threads.

 

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NaboosPrincess 
Title: Manager Emeritus
Registered: May '01
6907_Anakin and Padme
Date Posted: 3/12/06 8:51pm Subject: RE: Character Creation and Development - Date Edited: 3/12/06 9:31pm (2 edits total) Edited By: NaboosPrincess
Here are some tips from the old "Training Grounds and Informational Thread" to start us off!


CHARACTER CREATION/DEVELOPMENT
  • Character Creation 101: The Character Sheet

  • Character Creation 101: Personality

  • Some Suggestions for Character Development

  • How to Properly Compose and Further the Nature of an Evil or Villainous Character within a Fictious Work

  • Uber-Characters: Or Why Extremely Powerful Characters Are Bad



Character Creation 101, by CmdrMitthrawnuruodo


Lesson 1 - Character Sheet

So you wish to create a good character but are not certain on how to do that? You previous characters seem bland and boring to you, as if they had been cut out of cardboard and thrown into the game. Well, hopefully my opinions and advice from my own experiance of seven years as an online Role Player will help you create that character you have been dreaming of and been wanting to show off to everyone else.

Let us begin with one of the most important parts of a character's creation: the character sheet. You ask what is a character sheet? It is the blueprint of your character, the reference guide to help you play that character to the fullest. As you may have noticed all across the board in several games the Game Masters provide a list of things for you to fill out. This list will mainly include; Name, Age, Gender, Race, Personality, Weapons, and Bio and the most complicated ones will have more attributes for you to fill out.

We will start out with a comparison of a simple character sheet to a complex one and as we further move along in the lesson, I will teach you the more complicated sheet.

Example 1

Name:
Gender:
Age:
Race:
Personality:
Weapons:
Bio:

Example 2

Name:
Gender:
Age:
Species:
Homeworld:
Affiliation:
Personality
---Traits:
---Likes:
---Dislikes:
---Habits:
Appearance
---Skin Color:
---Hair Color:
---Eye Color:
---Clothing:
---Other Attributes:
---Other Details:
Weapons:
Starship
---Name:
---Class:
---Hyperdrive Class:
---Weapon(s):
---Shields:
---Sublight Speed:
---Crew:
---Passenger(s):
---Max Cargo (kg):
---Interior Description:
---Other Details:
The Force
---Sensitivity:
---Religion:
---Lightsaber
-----Crystal(s):
-----Blade(s):
-----Color(s):
-----Handle Description(s):
---Force Abilities:
---Force Weakness:
---Other Force Object(s):
Biography
---Personal History:
---Military History:
---Traumatic Experiances:

Example one is considered the most simpliest sheet for a player to fill out and you will find these in just about every game all across the RPF, including the successful Integrated Balance of Power game. Example two is the most detailed and complex of sheets and these are uncommon to see in games, however this sheet is not just used for the game it can be for your personal use as well. For example: you have a character that you have developed in a game and like very much but the simple sheet just does not describe him very well. Example two would be used to give detail and life to your character on paper. Here is a prime example of a complex character sheet being used.

The character sheet, no matter how complex, should not be used to create the character. The sheet is merely a guide to help remind you what the attributes of your character are. Believe me you can forget things about your character when you play, I have done it quite a few times myself. The character sheet is also a guide in what to think about when creating that character. The simple sheets will make it much harder for you if you have no clue on how to make your character.

Does this make sense for everyone? If not, just ask what you do not understand and I will attempt to explain a little easier for you.


Character Creation 101, by CmdrMitthrawnuruodo
Lesson 2 - Personality

Most simple sheets will have one item listed and is considered the most important item of them all: Personality.

A characters strength, weapons, and power does not make the character. You can take all those attributes away and you will still have the character for who he is mainly because that character has a personality. The personality is what gives life to your character, not the physical items he carries around or how many weights he can bench press or how powerful he is in the Force. All those attributes are insignigicant next to the power of the personality. The personality is what allows the character to interact with other characters and controls how that character would act in a situation.

For example: My character Erik Riggers in the IBoP RPG is a thief with an immature, wild and reckless personality. He was recently incarcerated by Imperial Intelligence and was faced with an interrogation, most other people would have cowered before their interrogator or defied them as long as possible. Not Erik, no, instead he makes fun of his interrogator and acts like a clown despite the seriousness of the situation he is in. He does this because he doesn't care and he likes to irritate and taunt his enemies, not to mention he's wild and reckless and immature.

His actions because of his personality did not work out in his favor in the end, lets just say he's never going to taunt an Imperial interrogator ever again.

As you can see, Erik's personality also changed after his experiance. This is also essential to the character. Their personality will not stay the same throughout the game. They will come across situations that cause an epiphany that will alter their current personality to something new. Another example of this is my character General Gregory Thane from IBoP. Thane's personality was similiar to Erik's but a little more controlled from the discipline of being a soldier in the Imperial Army. He was still a likeable and reasonable person until the Bomb Plot that nearly took his life away. Thane's personality changed dramatically, from a friendly intelligent officer who fought the war without hate to a cold hearted and bitter man bent on getting revenge against the rebellion.

So when creating your character take in careful consideration what kind of personality do you want that character to have. The one thing you do not want to do is give it a personality you can not role play. So if you are not capable of being a cold-blooded lunatic, do not play that type of character. You will feel uncomfortable and find it difficult to do and come to dislike your character.

If you find yourself having difficulty coming up with a personality, the best way to create one is either using your own personality or borrowing ones from people you know such as your best friend or a famous person. Try not to copy from other characters too much, it is alright to borrow a few traits from a character but you want to be original with your own. And whoever says Mary Sues and Harry Stus are pathetic and stupid need to have their brain re-examined. The best loved and hated characters are usually modeled after the author because they personally know their own personality very well and know how to make the character react properly to situations.

Here is a list of some personality traits. If you do not understand what they mean, grab a dictionary and look the word(s) up.

Short-tempered
Quiet
Calm
Reclusive
Ecentric
Paranoid
Crazy
Insane
Humorous
Dry
Cold
Friendly
Sociable
Unsociable
Sadistic
Masochistic
Sado-masochistic
Eager
Determined
Wild
Immature
Reckless
Imaginative
Arrogant
Loyal
Defiant
Confident
Overconfident


Now in some cases a single word is not enough to describe the personality. We'll use Gregory Thane as an example as to what I mean when a word is not enough.

--Personality: He is eager and determined to prove himself to his peers and superiors. He does have a mild sadistic nature that spawned his curiosity in watching others suffer. He has a wild imagination and from it enjoys writing and drawing during his free time or thinking up jokes and pranks, also called "hair-raising schemes" by his foster-father, to play on others. He is quick tempered and goes on the defensive when blamed for things he has and has not done. He does have a defiant streak when it comes to taking orders from those he believes have no right to give them. He prefers solitude to crowds and avoids parties as much as possible, save when he's busy with one of his "hair-raising schemes". He is loyal to his foster-father and the Empire. He would use any means possible to ensure the safety of his men, even if it means risking his own life. He is confident in his abilities and has been considered arrogant.


As you can see, the personality is very well described and gives a person an idea of what kind of person Gregory Thane is. It also helps the player understand and play their character a little better than just a list of traits.


Some suggestions for character development, by NaboosPrincess

Most people will agree that in this forum, characters make the game. Interesting, well-developed characters, be they Jedi or Sith, smuggler or politician, make games fun to play and exciting to follow. You will want to refer to Mitth’s Character Creation 101 post for suggestions on getting started. Once you have your character, you have to decide what to do with him/her/it, and that’s where I hope my suggestions will help.


Tip #1: Do not try to make your character “The Best Jedi/Sith/Smuggler/Womp Rat ever”

One of the greatest temptations, especially for those new to roleplaying, is to create a character that will be perfect in everything, charm the entire galaxy, and generally be “the best ever.” It’s easy to see the attraction of this idea. After all, you’ll get chances in RPGs that you could never have in the real world, and you want to take advantage of those opportunities. I would like to warn you right now: Don’t fall into this trap! The fact of the matter is, roleplaying may not be real life, but it is real life-like. Just as you can’t always succeed in all the Earthly things you try, so too will total success in the GFFA elude you. You’ll find that it’s easy to move up the ranks, but there will be defeats along the way. A perfect character is boring; not fun to interact with and, somewhere along the line, not fun to play, either.

So, when you’re trying to work on character development, pick one or two things that you’d really like to see your character become good at, or positions you’d like to see them achieve (don’t set too many goals at first, or you’ll be overwhelmed). For example, you might decide that you’d like your pilot to eventually become the leader of a squadron. That’s a great goal that you can really work towards. Just realize that it won’t happen in a day, and every mission you fly won’t be perfect. Resist the temptation to make your character the best pilot ever, and you’re already off to a great start.

Tip #2: Set goals!

You, as a player, have more control over your character’s life than it might seem. If you have a goal to work towards and are always aware of the opportunities the game presents you, it is possible to achieve what you want and make a great character along the way.

Think of the game as a journey. You may have a difficult time getting started and figuring out your character. That’s perfectly normal. Personally, I look back on some of my early RPF posts and wonder what I was thinking. Not only have my RPing skills improved; my character has grown. This shows character development! Don’t think you need to have a wonderfully-developed character from the get-go. Work toward your goal(s), step by step, and during the journey your character will grow. Make sure you are focused on this goal, however. Too many goals, or losing sight of a goal, will mess up your focus and could make your character unbelievable.

Tip #3: Know your past and make your future interesting

Again, just like in real life, where you’ve been affects who you are. When you create your character (or sometime after, it’s up to you), make a little backstory. You don’t need to tell anyone—you don’t even need to write it down—but make sure you know it and keep it in the back of your mind when playing a character. For instance, was your character raised in a city or small town? This will affect where they feel most at home (this is useful to know because you can use it for internal reflections—more on those later). Do they come from a rich family or a poor one? This will affect their attitude and circumstances. If you’re going to develop a character over the long-term, you need a good base to work off of. A past that makes them believable will make them sustainable.

I’ve also found it useful to keep notes on what my character has accomplished in the RPG to date, so I don’t forget. Include any major occasions--battles fought, promotions, life changing encounters with other characters, etc. I use this for reference if I’m ever unsure of how she would behave in a certain situation. You can look back at the list of events to jog your memory. For example, say you have a smuggler character and one day you recorded an encounter with a rival who almost blew your character’s head off because you didn’t bring back-ups to guard you. If you ever need to meet a rival in the future, you might look at this list, see the note about the encounter, and ask yourself, “what did my character learn from that event?” You can then write about your character recalling the encounter and bringing back-ups this time. If you have a great memory, a list may not be necessary, but I find it to be helpful.

So that’s your past. Now how about the future? Every post you make is furthering your character’s journey. Make it interesting! Interact with other players, make your character learn a new skill, considering doing something you never thought you’d do (leaving the smuggling business for the Rebellion, for instance). Anything that gets your character one step closer to the goal is fair game. Also, remember that goals needn’t be totally tangible. You goal may simply be to make the galaxy a better place. Maybe for a while, smuggling was a way to do this, but one day you decide you could do even more good by joining the Rebellion. Go for it! Make your characters people you actually enjoy playing.

Tip #4: NEVER pass up an opportunity for internal reflection

Who says roleplaying has to be all action and no thought? It is good (I might even go so far as to say necessary) to write posts that contain internal thoughts. You character can grow through action, sure, but sometimes it’s nice to see what is going on in the character’s head at the time. This is especially important for big decisions or events. For example: your character is having a cup of caf with another player’s character. The only thing actually occurring in public is dialogue, but you can include personal thoughts. Use italics if needed:

Ilsa wondered why Trand had invited her to the café so late at night. She was always up for a little socialization, but sleep had been at a premium for her lately. Nevertheless, she entered and looked around for the young man. She heard his happy call of “Over here, Il!” He’s so excited…Ilsa thought, Something really wonderful must have happened. She remembered the last time he’d acted like this—practically jumping out of his seat one day and depressingly sad the next. She hoped things would turn out better for him this week.

“Hi Trand,” Ilsa said. “What’s up?”

TAG: Jedi2323


Compare the above post to the simple, action-only version:

Ilsa entered the café and looked around for the young man. She heard his happy call of “Over here, Il!”

“Hi Trand,” Ilsa said, walking over. “What’s up?”

TAG: Jedi2323


As you can see, not only is the post a bit more interesting, the character has been fleshed out and developed in greater detail. You don’t always need to add character thoughts, but they can be a great addition when used correctly.

Tip #5: You CAN plan!

At this point, I would like to echo DarthXan318’s sentiments regarding GM contact. Communication is key in RPGs. It’s true that the GM may have a plan, and other character’s actions may affect your own, but if you have a general plan of where you’d like to go with the game, most GMs will do their best to accommodate your wishes. Send a PM and tell the GM “I’m interested in developing my character, and this is what I’d like to do with him/her…” You can discuss your goals and the GM can discuss the goals of the game, and usually some sort of agreement can be reached. Remember, the GMs are there to help you and your characters grow, not to stifle you. If it’s at all possible to take your character in the direction you want them to go, most GMs are only too happy to allow it.

It’s possible to interact with the other players as well. Is there a player you think has a really cool character and you’d like to work with them? Try asking if they are interested in some sort of joint mission. It can be a lot of fun, and it’s easy to make it work. If you have a character in the Empire and want to work with someone in the Rebellion, it might not be easy (or even entirely possible) but you’ll find that creative solutions can sometimes be found. Make sure you have good communication with everyone: other players and the GM. After all, you’re all playing the game together. Have fun, and make some friends along the way.

I hope this answers some general questions about character development. It’s one of the hardest things to teach, because everyone has their own way of doing it. To some, it comes naturally; others have to work hard—but it’s not impossible in any case. As with everything, practice makes perfect. Also, to make this accessible to everyone, I’ve refrained from using many personal character details, but if anyone would like me to talk about my own characters as specific examples, feel free to send me a PM.


How to Properly Compose and Further the Nature of an Evil or Villainous Character within a Fictious Work, by Yun-Yuuzhan

Lecture 1
Creation

Hello to you all. Those that opt to read this instructive essay will most hopefully come away from your reading imbued with a greater understanding of evil, villainy, and the figures in fiction that most perfectly embody these traits. Others will take little from this composition, whether for prior knowledge or arrogance. What each of you truly learns from this will be reflected in future compositions. If few of you readers succeed in writing evil and villainy well, refrain from informing me. I would prefer to be kept in ignorance on the level of my ability to teach well.

The only true constant in a character of evil is that a base ideal of the villain must be in opposition to a corresponding ideal within the mind of the audience. A character with the same beliefs as the audience can still become a villain through actions in conflict to those endorsed by the readers. Villainy and evil are often matters of a subjective nature. As the creator of a villain, one must contemplate how closely one’s own views agree with the known and probable views of one’s audience. In other words, a villain is a character which thinks and/or acts in opposition to the beliefs of a reader, no a character who merely is opposite of the protagonist.

Quite obviously, the first step towards writing an evil character is to create that character. Duh. Though some may initially disagree on this forthcoming point, I adamantly maintain that any name and any body will do most nicely for a villain. Yet, this by no means signifies that any name and physical form will do for any villain. A villain intending to be used extensively as a warrior should not be a 5’1” 450 pound whale of a fat kid. Use common sense and don’t be stupid during this phase of development. I will later establish a general guide for what attributes are apropos for what type of villain in a future lecture. The best method of creating a villain is to begin by deciding for what purpose the character will be used. Basic physical and mental attributes can quickly be chosen once this point has been reached. Yet, remember, no character can be perfect in all manners. One may potentially be perfect for a selected role, but not for any and every purpose.

My next subject is names, and I foresee my views to be rejected on a fairly wide front. It is my firm standing that a villain’s name is of no importance. A dark and foreboding title will do little other than impress a five year-old for the few seconds that kid remembers the name. Dread Lord Murik may sound fierce initially, but it is likely that our Dread Lord is Jesus Christ in relation to some evil named Georgie Gottlieb. A villain’s name can only gain significance through a villain’s reputation, itself gained through a villain’s actions. If people are aware that Georgie Gottlieb personally murdered millions of beings, then the mention of “Georgie Gottlieb, evil killer and bane of civilization and peace” will have a much greater affect of fear than the mention of “Dread Lord Murik, random dude.” Names do not matter.

With that, my friends, I conclude lecture one of my series. If you have taken something valuable from this introduction, good for you. In the case that you failed to do so, the important thing is you tried. Just remember to try harder when reading future lectures.


Uber-Characters: Or Why Extremely Powerful Characters Are Bad, by CmdrMitthrawnuruodo
So you are new to the Role Playing Forum and are looking at one of many interesting games listed in the forum. You decide to join and fill out the character sheet provided for you by the Game Master. Then you commit the greatest felony of them all in the world of Role Playing, you create a uber-character!

You ask yourself: What is a uber-character? Why is it such a bad thing? Why do people create these abominations?

I shall tell you why.

Uber-characters are basically perfect and powerful characters with no flaws and cannot be defeated. They are the creations of godmoders and everyone knows players frown upon godmoders. The most common uber-characters are those who are extremely powerful in the Force and seem to have every single Force ability. These characters basically upset the balance of a game and tend to anger fellow players who interact with these characters. Such characters can earn a player the irk and disrespect of other players, something you do not want to achieve if you want to have fun here and make new friends.

People who tend to create these characters have some of the following common traits in their mentality: they are arrogant and egotistical, they seek to fit in with the crowd, they wish to create the coolest character ever, or they wish to start out at the top of the food chain and prey upon all the weaker characters just so they can feel cool and important.

Well here is a news flash folks, those who play here do not like these characters and do not think you or the character are cool and awesome. You want to fit in with us? Then create real characters. Create characters that have vulnerabilities, that can be defeated, that do not have every single Force ability and is not the second-cousin of Luke Skywalker or the lost Prince of some Core World. Create characters that come from the common people of the galaxy, who are raised on farms and whose parents are just a simple teacher or owner of a family candy store in the local village.

You will find that the weaker and moderate characters are far more welcomed and liked in a game then the unbeatable Sith Lord or genius military officer.

Now I know you are probably saying "but I want my character to be important!" Now I shall ask you this: How do CEOs and Generals exist? Did God create them as CEOs and Generals when they were born? Of course not! These people had to earn their way to where they are now. No person is born with power, not even the wealthy children. Everyone has to go through some form of achieving their successes in life. So should you and your character.

I assure you that you will find working your way up to the top of a game will be more fun than starting out at the top from the very beginning.

Now you say "but there are some games that require powerful characters!" My reply: That is no excuse to create a uber-character. Even those games that require powerful characters still ask you to create the character with some vulnerabilities because there usually is a reason why the Game Master is giving a player such important characters. They usually are the ones that are meant to be defeated and overcome by the players of either side.

Still think uber-characters are cool? Then I hope you find enjoyment in being secluded from the rest of us all.

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 3/30/06 7:42am Subject: RE: Tips/Advice Articles: Character Creation and Development
Here's an older post, some examples of building "characters with character", details that flesh them out.

I want to see characters with character. I want to see characters who...

Have Hobbies or Passions
Perhaps they whittle. Perhaps they love music, and would travel miles to hear a master play. Perhaps they would love to dance, but have two left feet, though they still try. Perhaps they collect souveniers, write memoirs, tell stories, listen to stories. What do they do because they like it?

Have Goals
Do they want to see a supernova? Slay a dragon? Buy a mansion? Find true love? Cross the world twice over? Live forever? Acumulate massive wealth? Write a masterpiece? Get laid? Save the universe? What are their plans beyond the storyline?

Have Likes and Dislikes
Maybe they love venison. Maybe they hate vegetables. Maybe they're bigots. Maybe they prefer to bathe as often as possible. Maybe they like cats, but find dogs to be mangy dirty creatures. Maybe they only eat their bread without the crust. What sort of minor, silly, human things let them know they're alive?

Have Fears
Maybe they don't like running water. Maybe they're afraid of giant spiders. Maybe you have to drag their unconcious body to get them on a boat. Maybe they never use fire magic. Maybe they don't like the feel of velvet. Maybe they're deathly afraid of porcelain. Maybe they don't like being hugged. Maybe they never want to be alone. Maybe they dislike thunder. Fear touches the hearts of all but a few. So what's in their's?

Have Friends or Enemies
Was there a special someone growing up? A friend who always was there? Was there a rival in every activity? Is there someone now who's willing to lend a hand when needed? Is there someone now who will go out of their way to inflict harm? Have they changed in time?

Have a Family and Relations
Love comes in many forms. So do family members. How many still live? What do they do? Maybe there are old rivalries, or maybe their are unbreakable bonds. Maybe there's a sense of disappointment, maybe they've failed the family. Maybe they send money to their family. Maybe they look for their family. And what of love? There is the love of friends, the bonds of brotherhood. There is romantic love. There is the passionate desire. How many do they love? How many love them in return?

Have Quirks or Mannerisms
How do they speak, what accents do they use? What sounds do they stress, what words do they like? Do they hiss, do they stammer? When do they speak politely? Do they like puns, alliteration, are they fond of hyperbole, metaphor, imagery, or any other rehtorical device? Do they twitch? Blink excessively? Stare straight? Slouch? Maybe they love to skip, jump, run, roll. Maybe they bounce, show off. Is their posture open or closed? How friendly are they with strangers?

Have Cosmetic Details
Maybe they have scars. Maybe birthmarks. Maybe they wear their hair a certain way. Maybe they limp. Maybe they have a large nose. Maybe they squint. Maybe their fingers are crooked. Maybe they're duck-footed, or pigeon-toed. Maybe they have beautiful flowing hair. Maybe they can't coordinate colors. Maybe they don't wear pants. What makes them stand out in a crowd?

Have Strengths and Weaknesses
It's more than just in the numbers. What's the most important thing in the world to them? What happens if it's taken? How far will they go? What code do they follow, how far can it be bent? What's the first solution to a problem? What are they insecure about? What's one thing they could work on? What's one thing they could teach others about? Anything secrets, grand or small?

I don't know, maybe it's just me, but things like these always brought out characters in stories, made them more alive, in some distant corner of the cosmos.

 

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Sith-I-5 
Registered: Aug '02
13776_Mace Windu<br>South Park
Date Posted: 3/31/06 6:39am Subject: RE: Tips/Advice Articles: Character Creation and Development
I have never really seen the point in having a long term goal.

In my experience, there is no time to pursue long term goals while the game plot is going on, and even when a game doesn't close prematurely, most GMs don't keep it open at the end even to tie up loose ends.

Nicest GM RPF winner Dubya_Scott is the rare exception to that rule.

But in the main, very little point to the concept, as far as I can see.

 

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SephyCloneNo15 
Registered: Apr '05
8068_R5-D4
Date Posted: 3/31/06 11:37pm Subject: RE: Tips/Advice Articles: Character Creation and Development
I disagree, Sithy. You should know from Podracer: Life in the Fast Line, specifically, how you helped my character. It was a long-term goal of his to get Pops out of harm's way, and we managed to take care of that between races pretty easily.

 

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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 4/1/06 12:29am Subject: RE: Tips/Advice Articles: Character Creation and Development
I'd go even further to say that a goal of yours that you don't achieve during the RPG is just as good if not better than a long term goal you do achieve. It gives your character a sense of direction, and shows what they value. If you want to become a general or something, it might change how you interact with others, even if you never recieve a promotion in the RPG.

 

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Detonating-Rabbit 
Registered: May '03
44159_Stormtrooper
Date Posted: 4/1/06 12:52am Subject: RE: Tips/Advice Articles: Character Creation and Development
I agree; everyone has goals or ambitions, and if you can translate these into a character then it would give them a greater degree of depth.

 

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Winged_Jedi 
Registered: Feb '03
42019_Indiana Jones
Date Posted: 4/1/06 2:48am Subject: RE: Tips/Advice Articles: Character Creation and Development
While I certainly agree with Sith-I-5 that long term goals are rarely fulfilled in any game, I still think there is value in having them. As LightWarden notes, they give characters a sense of direction that they would not otherwise have. It certainly aids character development. Think about it this way: we all have long term ambitions, so it only makes sense for our characters to have them too, and for us to have goals for those characters. It's a natural part of character creation and development.

 

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Sith-I-5 
Registered: Aug '02
13776_Mace Windu<br>South Park
Date Posted: 4/2/06 4:55am Subject: RE: Tips/Advice Articles: Character Creation and Development
Okay, I think I will have to cencede that point. happy

I think my one of my character's constant desire to keep eating Sith may count, as it certainly something that is central to he behaviour throughout a game.

 

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“So what kind of quad-lasers has this thing got?” Stobb pressed, “Golan Arms or Taim & Bak KT-6s?”
“Leave me alooone.” The pilot sobbed, “I didn’t build the sodding thing. I press a button, green light shoots out.”
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Penguinator-176 
Registered: May '05
40015_Kaleesh General
Date Posted: 4/2/06 12:32pm Subject: RE: Tips/Advice Articles: Character Creation and Development
I think I remember reading on here that amnesiac characters aren't a good thing.

Okay, so not all the time. Say, like me, you're more in-tune with the OT and PT trilogies, and know little of the NJO or Dark Nest stuff. I created a character who had been in suspended animation ever since the Battle Of Coruscant. He didn't know anything about his era, and was incredibly surprised upon meeting Luke Skywalker.

My point is, if you're unfamiliar with stuff, amnesia is sometimes the way to go.

 

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GDG
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Detonating-Rabbit 
Registered: May '03
44159_Stormtrooper
Date Posted: 4/2/06 3:31pm Subject: RE: Tips/Advice Articles: Character Creation and Development
Amnesia's not a bad idea (maybe a slight cliche...although I can't say I've come across it too many times in the RPF), but I think it would depend if you want to overtly reference a lot of the things that have happened in both the films and the EU. I find that it's useful to have a background knowledge of the era the game is set in, sure, but it should be about the construction of a different storyline (in general) when you're roleplaying. Of course, this only aplies to some games... tongue

 

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Penguinator-176 
Registered: May '05
40015_Kaleesh General
Date Posted: 4/2/06 5:02pm Subject: RE: Tips/Advice Articles: Character Creation and Development
I dunno, everything is relative.

tongue

 

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"Everything burns."
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LightWarden 
Registered: Oct '01
19249_20-Sided Die
Date Posted: 4/24/06 11:29pm Subject: RE: Tips/Advice Articles: Character Creation and Development
An interesting way of thinking about your character is to start asking hypothetical questions. They can range from things such as what your character would do in a given situation, to things like what kind of color they would be.

One such hypothetical question I'd like to focus on is the idea of a leitmotif (or leitmotiv, either way). A leitmotif is a recurring musical theme associated with a particular person, place, or idea. Simply hearing it immediately calls to mind certain elements associated with the subject. One example of a leitmotif which I know you're all familiar with is the Imperial March. For your character, this would be his "theme song", the sort of thing they'd play if he were to walk onto the stage in an opera. What would it sound like? What elements does it contain, and why? What are the effects? It's perfectly fine if you choose an existing song that you think fits your character, since that's what most of us without serious composing skills do. If you choose an existing song, play it before or as you post, it helps you get into character, perhaps coloring your post appropriately. It also can be used to convey elements of your character to other players, offering insight and other such things.

Just something to think about. If anyone has any examples, feel free.

 

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Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die
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Sith-I-5 
Registered: Aug '02
13776_Mace Windu<br>South Park
Date Posted: 4/25/06 6:50am Subject: RE: Tips/Advice Articles: Character Creation and Development
Well thanks to Lightwarden for linking me with this song, but for Mitch Nifesta in galaxy at War III, where there are lots of jedi going through trauma, that he too suffered, the Linkin Park NUMB song defintiely qualifies.

 

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“So what kind of quad-lasers has this thing got?” Stobb pressed, “Golan Arms or Taim & Bak KT-6s?”
“Leave me alooone.” The pilot sobbed, “I didn’t build the sodding thing. I press a button, green light shoots out.”
007 family - DVC's twin bro'
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Livi-Wan 
Registered: Sep '02
19977_Sevrance Tann
Date Posted: 4/25/06 8:33am Subject: RE: Tips/Advice Articles: Character Creation and Development
My best tip for creating and playing as a character is; get perspective. Don't take yourself too seriously. I used to really get too caught up in what was going on and I lost the enjoyment of what I was doing. After all, in the end, it's only a game! (oh no, did I just spoil everything?! tongue )

So, to summarise- relax, man. Don't take it seriously.

 

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Winner of Best RP-er, Autumn 2005
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Sith-I-5 
Registered: Aug '02
13776_Mace Windu<br>South Park
Date Posted: 4/25/06 8:45am Subject: RE: Tips/Advice Articles: Character Creation and Development
Harking back to a previous point, it just occurred to me. In some cases, why mention amnesia at all? Or at the least, a mention in the bio/ intro post?

I have a several hundred year old character, who, in this century, got released from the mystical urn he got entrapped in.

Neither he nor I know what the frag happened before the incident, or during the incident, and his Bio history to all intents and purposes starts from when he emerged.

 

-----signature-----
“So what kind of quad-lasers has this thing got?” Stobb pressed, “Golan Arms or Taim & Bak KT-6s?”
“Leave me alooone.” The pilot sobbed, “I didn’t build the sodding thing. I press a button, green light shoots out.”
007 family - DVC's twin bro'
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