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Topic:
The Character Designers Guild
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LightWarden
Registered:
Oct '01
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Date Posted:
6/7 11:49am
Subject:
RE: The Character Designers Guild
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Character sheets are a necessary part of roleplaying games. They're part contract, part record, part plot hook, part introduction. If there is a GM, you should turn in a character sheet in the format given. That's not to say that there really is any universal character sheet more specific than name, appearance, personality, biography, abilities. You might keep your character's abilities and biography mostly secret from the players, but you do not ever keep it secret from the GM. Same goes for personality if you have some character traits you want to leave for the other characters to discover (ex: talks in his or her sleep, is convinced that he or she is a world-class singer (but isn't), loses any and all sense of composure when confronted with a kitten, could get lost in an empty room, senselessly infatuated with doing things a certain stylish way, fannish obsession, a hobby that clashes with his or her appearance) because for some reason, revealing a character trait later on can make the character more interesting/endearing to the readers.
Still, just because the sheet is written a certain way doesn't necessarily mean you have to fill it out a certain way. If you have trouble filling in anything more than a vague personality sketch, then approach it from a different angle. Perhaps have the character talk about something to give the reader an idea of the character's personality. If you're still drawing a blank, try considering your character's ambitions and aspirations. Longer-running ones (win the acclaim of your peers) are usually more interesting than ones that can be fulfilled easily (brew a cup of coffee, unless it is the greatest cup of coffee ever).
And because I can, let's see what other tabletop books (specifically, the D&D 4e PHB- in stores yesterday) have to say about making characters. Some of it may be more relevant than others.
Personality
Dungeons & Dragons is a game of heroic extremes populated by legendary heroes and unrepentant villains. Your character needs only a few personality traits that you can use as roleplaying touchstones, key traits that you can focus on and that are fun to play. A complex background and extensive motivations aren't necessary, although you can flesh out your character's personality as much as you like.
A typical D&D adventure offers many opportunities for your character's personality to shine. Those roleplaying opportunities usually arise in three kinds of situations: social interactions, decision points, and dire straits. The following sections pose questions to help you choose personality traits for your character, which you can write on your character sheet. Select one personality trait for each kind of situation. If you already have a personality in mind for your character, you can skip this section; the information here is for inspiration only.
Social Interactions
When you communicate with a nonplayer character outside combat and try to influence that individual, that's a social interaction. You might try to persuade a guardian monster to let you pass, negotiate with a merchant lord to increase the pay offered for a dangerous mission, or question a surly centaur about the goblins that ambush travelers in the forest. The DM plays the part of any NPC you talk to , while you and the other players decide what your characters say, even speaking in character if you like.
How do others perceive you in social situations?
Cheerful? Charming? Talkative? Witty? Reserved? Relaxed?
How optimistic are you?
Enthusiastic? Hopeful? Fatalistic? Grim? Self-Assured? Brooding?
How trusting are you?
Gullible? Open-minded? Skeptical? Suspicious? Naive? Trusting?
Decision Points
When you face tough choices in an adventure, your character's personality can influence the decisions you make. Do you try to sneak past the dragon's cave, approach openly to parley, or storm in with blades drawn and spells blazing? Which of the six stone doors in the entry hall do you open first? Do you save the captives from the trap or pursue the slavers? When your group decides what to do next, how do you approach such conversations?
How assertive are you at a decision point?
Humble? Adaptable? Commanding? Timid? Easygoing? Impatient?
How conscientious are you about following rules?
Scrupulous? Pragmatic? Dutiful? Honest? Flexible? Wild?
How empathetic are you?
Kind? Stern? Thoughtful? Protective? Hard-hearted? Oblivious?
Dire Straits
Some of the most memorable demonstrations of a character's personality appear in dire straits. A character retorts to a villain's threat with a trademark one-liner, shouts a famous battle cry, leaps into harm's way to protect others, or turns and flees in the face of overwhelming odds. Every battle, hazard, or other dire situation offers opportunities for roleplaying, especially if things go awry. When your character lands in a dire situation, how does he or she react? Do you follow a code? Do you follow your heart/ Do you look out for yourself or others?
How courageous are you in dire straits?
Brave? Competitive? Steady? Cautious? Reckless? Fierce?
How do you feel when faced by setbacks?
Stoic? Driven? Happy-go-lucky? Vengeful? Bold? Impassioned?
Mannerisms
The easiest way to bring your character to life at the gaming table is to adopt distinctive mannerisms-particular patterns of speech or other behaviors that you can take on at the table to convey how your character looks, sounds, and acts. If you are naturally inclined to spin dice or shuffle cards while the game takes place, you might consider incorporating that behavior into your character. Perhaps your character carries a deck of cards that he shuffles when he's bored or nervous, or maybe she crouches to the ground and creates little sculptures out of rubble while she's waiting for her companions to decide where to go next. By contrast, another character might vociferously participate in these deliberations, frequently resorting to exclamations such as "By Kord's right arm!" to emphasize his opinion.
Speech patterns can be even more distinctive. A dwarf who never enters battle without shouting, "The dwarves are upon you!" injects a dose of fun role-playing just as the die rolling is getting more intense. A wizard who never speaks except in haiku might be carrying the idea of distinctive speech to an extreme, but if you can pull it off (try writing a page full of standbys to cover common situations before the game begins), everyone at the table will remember your character for years!
Another good way to think about speech and other mannerisms is to create specific prompts your character says or does when using certain powers. For example, your paladin might yell, "Feel the might of Bahamut!" every time she uses the righteous smite power, and murmur, "Bahamut's healing breath wash over you," when she uses lay on hands.
Really, there's no reason not to give your character a presence, personality and motivations. A quick test is to see what happens when no one has prompted you. If you just stand around waiting for someone, you should probably do some more thinking about what your character is.
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CDG Guild Master Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die The Internet is SERIOUS BIZNESS! It's all fun and games until someone loses a leg. TF.N RPGs: Less fun than pretending to have sex
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NickLitYouAFlame
Registered:
Feb '07
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Date Posted:
6/7 2:15pm
Subject:
RE: The Character Designers Guild
- Date Edited:
6/7 2:25pm (1 edits total)
Edited By:
NickLitYouAFlame
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So, I'm going to try and keep an entirely stoic character. For nearly the whole of a game. No mid-post revelations of the perks of showing emotion. I want him to bury every feeling he might ever think about exhibiting; bury it deep down. I think I might do that for Hammur's game, or possibly the next good one that comes around. And, so maybe that isn't creative, but I always try to do this and end up getting angry and showing it. Then, at the very, very, very end of the game, I'm going to let him release all of his hidden pain and anger and love and hate and whatever, into one situation and completely destroy himself and his surroundings.
Like, one of those "stalk from office to office with an Armalite AR-10 carbine gas-powered semi-automatic weapon, pumping round after round into colleagues and co-workers" scenarios.
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I love Matt's "As Father And Son." I've written my best in that game.
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Penguinator-176
Registered:
May '05
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Date Posted:
6/7 4:28pm
Subject:
RE: The Character Designers Guild
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LightWarden posted:
Really, there's no reason not to give your character a presence, personality and motivations. A quick test is to see what happens when no one has prompted you. If you just stand around waiting for someone, you should probably do some more thinking about what your character is.
Sadly, this sums up a fair amount of my posts.
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"Sweet, soft and low, I will poison you all - canary in a gilded cage." "Everything burns." . . GDG
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SephyCloneNo15
Registered:
Apr '05
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Date Posted:
6/7 7:48pm
Subject:
RE: The Character Designers Guild
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Why am I not surprised you not only have, but have apparently read enough of to be quoting, D&D 4E within two days of its release?
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Member: GDG, GMG. Sub-GM: CDG Zam Wessel Lives! Recipient of Thrawn McEwok's Squib Creations Limited-Edition Replica Glove of Darth Vaderâ„¢ "Samuel L. Jackson isn't only a fine actor, but a gamer. He's one of us." ~ Kotaku
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guitar_hero
Registered:
May '08
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Date Posted:
6/8 4:59pm
Subject:
RE: The Character Designers Guild
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NickLitYouAFlame posted: So, I'm going to try and keep an entirely stoic character. For nearly the whole of a game. No mid-post revelations of the perks of showing emotion. I want him to bury every feeling he might ever think about exhibiting; bury it deep down. I think I might do that for Hammur's game, or possibly the next good one that comes around. And, so maybe that isn't creative, but I always try to do this and end up getting angry and showing it. Then, at the very, very, very end of the game, I'm going to let him release all of his hidden pain and anger and love and hate and whatever, into one situation and completely destroy himself and his surroundings.
Like, one of those "stalk from office to office with an Armalite AR-10 carbine gas-powered semi-automatic weapon, pumping round after round into colleagues and co-workers" scenarios.
I'm sure that (and no offense intended) that in your head this sounds like a great idea for a character, because he's deep and inwardly conflicted and all that, but in practice what he is is boring. He might well be having profound insights or nursing a murderous grudge or what have you, but while all that's going on in his head, all the GM (and the other players) have to work with is some guy who's about as responsive as a brick wall.
In a situation like that, you're an impediment to the game and your fellow players, because there's nothing to respond to, nothing to work with in terms of real relationships between characters or an involved story. Oh, your partner got killed in an explosion! You don't seem to care. You brought in the most wanted criminal in the galaxy! You don't seem to care. Why not?
A character does not have to be emotionless to hide his true emotions. As a perfect example, look at Han Solo. While we initially think of him as a cold hearted mercenary just in it for the money, the facade cracks enough after a while for us to see what he's really like - and even his mercenary persona is not without emotion and reaction.
If you really intend to use a character like the one you've described above, you'd be better off writing a fanfic or short story about him, because the only person who is going to get any enjoyment out of that character in a game is going to be you.
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LightWarden
Registered:
Oct '01
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Date Posted:
6/8 6:32pm
Subject:
RE: The Character Designers Guild
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Well, that sounds like enough of a tangent to try to see if I can link this article correctly.
Anyways, rule of thumb: the ability to bring a game to a complete halt isn't really a sign of good roleplaying, even if it is "in character". You want to enhance the experience, not detract from it.
Being a stotic who slowly reveals some aspects of his personality as the game progresses? Adds to the experience.
Being a stotic who doesn't do anything until the day of postal reckoning? Detracts from the experience.
Being kind of a jerk who develops a rivalry with one of the other characters? Adds to the experience.
Being a complete jerk to everyone you meet? Detracts from the experience.
Being such a complete jerk that the group looks the other way as you're eaten by a Grue? Adds to the experience.
Proper execution can make interesting game elements out of almost anything, but if you don't make the game more interesting for your participation, then why play it to begin with?
-----signature-----
CDG Guild Master Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die The Internet is SERIOUS BIZNESS! It's all fun and games until someone loses a leg. TF.N RPGs: Less fun than pretending to have sex
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NickLitYouAFlame
Registered:
Feb '07
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Date Posted:
6/8 7:25pm
Subject:
RE: The Character Designers Guild
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Sure, sure. But, say you start to reveal part of your personality. Do you keep exhibiting whatever you revealed or cover it back up?
-----signature-----
I love Matt's "As Father And Son." I've written my best in that game.
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Penguinator-176
Registered:
May '05
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Date Posted:
6/8 8:12pm
Subject:
RE: The Character Designers Guild
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Around new people, if you're generally silent and reserved, continued exposure and contact generally results in an opening up to other people. So I figure that your loner can only last as a loner for so long before you naturally open him up to other characters.
It's not something that you do quickly, but you don't wait too long, either.
-----signature-----
"Sweet, soft and low, I will poison you all - canary in a gilded cage." "Everything burns." . . GDG
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darth_nemisis
Registered:
May '04
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Date Posted:
6/13 12:48pm
Subject:
RE: The Character Designers Guild
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Might I say [b]Lightwarden, that list that you provided is very nice. It is pretty helpful for deciding characters personalities.
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 ~Dark Lord - Acolytes of Darkness (SWC)~ My new homepage! http://www.aaronnemisis.com !~!~stormBoards now available~!~! http://stormboards.aaronnemisis.com/
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Makenna
Registered:
Apr '08
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Date Posted:
6/17 6:21am
Subject:
RE: The Character Designers Guild
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Hey, guys... I don't wanna intrude or anything, but are you all still taking new members?
-----signature-----
She had dark brown eyes and a slightly upturned nose. With her silver circlet and proud expression, she looked so much like royalty that I had to resist the urge to sit up straight and say, "Yes, ma'am". ^Percy Jackson and the Olympians, Book 3
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Saintheart
Title: Manager and Wandering Swordsman of the RPF
Registered:
Dec '00
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Date Posted:
6/17 7:07am
Subject:
RE: The Character Designers Guild
- Date Edited:
6/17 7:08am (1 edits total)
Edited By:
Saintheart
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There's no upper limit on Guild membership, Makenna, and welcome indeed both to the Guild and to the RPF at large! Even putting your membership of the guild in your sig is optional, although it's cool to do so...
EDIT: LightWarden is reading my mind, and typing at the same time as me Just goes to disprove that old myth that's been floating around that he and I are in fact the same person...
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Michelle: my Italian queen, my angel, my reason, my wife. Jessica: my little princess, my daughter, born 10 August 2007 Director -- Star Wars: Knighthood
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LightWarden
Registered:
Oct '01
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Date Posted:
6/17 7:07am
Subject:
RE: The Character Designers Guild
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There's no formal process to it whatsoever. If you read this thread and want to be a member, consider yourself a member. No requirements for signature lines or anything.
-----signature-----
CDG Guild Master Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die The Internet is SERIOUS BIZNESS! It's all fun and games until someone loses a leg. TF.N RPGs: Less fun than pretending to have sex
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Makenna
Registered:
Apr '08
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Date Posted:
6/17 8:06am
Subject:
RE: The Character Designers Guild
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Sweet, thanks.
-----signature-----
She had dark brown eyes and a slightly upturned nose. With her silver circlet and proud expression, she looked so much like royalty that I had to resist the urge to sit up straight and say, "Yes, ma'am". ^Percy Jackson and the Olympians, Book 3
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LightWarden
Registered:
Oct '01
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Date Posted:
8/2 2:01pm
Subject:
Someone needs to say something
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Let's talk motivation, dreams, drive and ambition. Specifically, why are these things so incredibly rare?
It's kind of strange, really. Everyone has motivation, even if it's "I need to get food so I don't starve". But when looking through RPGs, I don't really get a good reading on some characters, it seems like many of them are just sort of content to go with the flow. This bothers me, because ambition is one of the best things you can give to your character to make him or her memorable. Motivations provide you with ways to get your character moving, be it through yourself or through others such as the GM.
Think about who your characters are, what they want, why they do the things they do. Even "simple" motives can be motivated by something else. For example, consider a character who's in it for the money. Perhaps the character enjoys a high standard of living, and wants to buy expensive things for the pleasure of luxury. Perhaps the character enjoys the prestige and glamor of being considered well-off among one's peers. Perhaps the character feels a strong need to be in control, and believes money to be the thing which most easily moves others. Perhaps the character derives a sense of self-worth from the size of his or her bank account. Perhaps wealth affords the character entry and influence in a society of the elite. Perhaps the character wants to provide things for others. Perhaps the character wants enough resources to finance another dream.
The strength of your characters' desires determine how they act in a game. A weakly motivated character might be more reactive, passively standing around until a plot hook catches the character and drags him or her along for the ride. A more strongly motivated, ambitious character will create a plot on his or her own, forging forward in search of a dream instead of standing idly waiting for something.
Understanding your character's motivations helps you determine how the character accepts the GM's prompts, because simply stonewalling is usually bad roleplaying. Thinking of how your character's motivations can be interpreted and turned into action without overthrowing the game is usually good roleplaying.
Knowing your character's motives and personality helps you decide how the character will act and react in a given situation, what a character will sacrifice, and what a character will engage in self-sacrifice for. No matter what you do with them, it can make for an interesting story; perhaps your character will endure many hard ships to achieve his or her dream, or perhaps you character will do the unthinkable and sacrifice everything he or she has achieved for the sake of another.
The different motives and personalities of the characters and the way they interact make for a far more interesting game.
A: My father told me that a man is entitled only to the land that he can protect. So with these two hands, I'm going to become King of the whole world!
B: A, you and I have been friends since we were children. If you think that I'll let you do this alone, you'd best think again.
C: No matter what happens, A is bound to run into something interesting... might be fun to tag along and get a piece of the action.
D: King of the world? That sounds like a job big enough to require the skills of my magnificent self!
E: D, I've served your family for decades, and love you as if you were my own child. I don't think you're ready, but I'll protect you until you can stand on your own.
F: A, you're a stupid child unwise in the ways of this world. But I want to see just how far a child's foolish dreams will go. I'll follow you... and if you falter but a single step, I'll kill you myself.
G: All my life I've practiced relentlessly. I wonder if this is a chance to push myself to my limits and stand at the top of the world?
H: One girl's dream to overcome the world? That sounds like a story I'd like to see for myself. I'll chronicle this tale and I'll see it through to the end.
The above was the product of a few minutes of thought. Admittedly, it has a decidedly fantasy bend that best fits a world where civilization is scattered, but the point is that you can have a variety of characters with a variety of reasons for why they're all going the same way, and have enough motivation to keep yourselves going and churning up new obstacles and interactions. Thinking about what motivates your characters makes you a better player and the RPG a better game. No exceptions.
If you're the kind of person who skims large blocks of text, then THINK ABOUT WHAT MOTIVATES YOUR CHARACTERS. Share with the class.
If you can't, then FEEL ASHAMED OF YOURSELF.
-----signature-----
CDG Guild Master Strange how one small thing can determine the fate of so many... especially if it's a twenty-sided die The Internet is SERIOUS BIZNESS! It's all fun and games until someone loses a leg. TF.N RPGs: Less fun than pretending to have sex
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Kev-Mas_Colcha
Registered:
Dec '02
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Date Posted:
8/2 2:26pm
Subject:
RE: The Character Designers Guild
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The thing is, its a lot harder for players to come up with motives for their characters and use them in the game, especially when those motives could be consequential. People grow attached to their characters. Losing a character is like writing a novel, and someone else taking credit for it, and selling it, leaving you with nothing. I know its a kind of dramatic comparison, but I think it sheds some light on what some/most players think and feel about taking risks with their characters, and losing them as well.
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Kage Umbris of the Templars of Twilight (as Kev-Mas Colcha) Jedi Master of the Jedi Order (as Kexx Mazinn) http://links.kevmascolcha.twilightmainframe.net/ Colcha/Mikaru '08
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