Stepping Up Your Game: Creating Awesome CharactersCookie cutters are the work of the devil. Beware!/end rant
IntroductionThere's nothing more refreshing than getting into an RP with a player who's character is believable, unique, animated, clever, resourceful, etc.. Its like the experience of watching a good movie and seeing the character versus the actor. One of the best examples I can think of would be Dustin Hoffman in "The Rain Man". For those who haven't seen the movie, he played the role of a man who had autism - but he played it so convincingly that it was believable; he created that illusion. You forgot that this was Hoffman acting and instead, just saw his character, Charlie Babbit. Now I'm not suggesting that we all go around mimicking every disorder, condition, or what have you, but rather to make characters that are unique and believable. This is harder than it sounds.
Before going on, let me harp on a few of the don'ts.
Don't* Don't think that stats, skills, race, name, guild, alignment and weapons make a character unique. They don't.
* If you are going to use your own personality for the basis of your character, fine, but don't do that with multiple characters or they will all look the same. I mean, you can do this if you really want, but like flossing your teeth, its just a suggestion
Ok... So what makes a unique character?I want to focus on six things for making unique characters:
* Alignment ( ie. Chaotic good, neutral evil )
* Mannerisms
* Qualities and faults
* History
* Goals and ambitions
* Five words
There are more aspects that can be added, but for now let's start with these.
AlignmentYour character's alignment should be used to help determine what choices they will make. Generally speaking, an evil character should favor evil choices, a lawful should favor doing what they *should*, a chaotic should favor rebelling against rules and norms.
Notice that I said "favor". Alignment should influence one's choices, not necessarily dictate them.
For more detail on the AD&D Alignment system, check out this link:
http://en.wikipedia.org/wiki/Alignment_(Dungeons_%26_Dragons)MannerismsEveryone has their own unique mannerisms that we come to know and recognize. Some folks look down when you look them in the eye, some tend to crack jokes, others have little habits and fixations like playing with a coin, checking their watch - whether they need to know the time or not, looking outside of the group as if searching for someone, talking about themselves, chewing their tongue, biting fingernails, etc...
Just watch what people do and you'll have some ideas.
Qualities and FaultsBeing that this is a "Fantasy" game, it can be quite tempting to make characters who are perfect - free from fault, excellent in ever way... this is very cliche; don't do it. At minimum, pick at least one fault for every few strengths. A criminal who never gets caught just doesn't play out very well, likewise a good guy who never loses is equally boring.
Some ideas for faults might include: hubris, any of the
"seven deadly sins",
"Seven virtues", compassion(for a criminal), fear (for a knight or guard), alcoholism for a character that is expected to be reliable, etc...
Also worth noting is that people tend to hide their faults... Or at least the ones they feel worst about, or the ones that will get them in the most trouble.
* How does your character feel about their faults, flaws, or handicap?
* What does your character do about them. Does he hide them? Does he compensate for them! Is he quite open and outspoken about them?
HistorySome folks prefer to start off with a blank character and fill them in as they go -feeling out the character. I've tried this and am personally not a big fan of it. The main reason is, we all come from somewhere and more than often than not, our past experience influences our decisions.
My personal recommendation is this:
1. Make a background story. Figure out who you character's parents were. What major events happened in their life. Where did they live, what trade did they learn.
2. try and tie your story in with the character history for your race ( found on the planeshift.it website )
When I started role playing with Rigwyn, we didn't have these detailed histories for the races. instead I made a background story that would help explain his current state of mind. Given this story, its understandable why he's a criminal.
For further reading, check out the
Race Histories and
setting overview.
Goals and AmbitionGiving your character a goal in life sort of puts that character in motion. Its the difference between being a sentient being who just hangs out, and one who will act and react in accordance with their goals. Obviously you can add and remove goals at any time.
Some ideas for RP goals:
* To become a Master in a certain magic way
* To get married and settle down
* To find a long lost relative, relic, or loved one
* To find a way out of Yliakum in into some other land
Not all goals need to be attainable. The idea is just to have some direction in life.
Five WordsI found another site that took an entirely different approach to character creation. The idea was to get a rough idea of what sort of character you wish to make, then describe him or her in only 5 words. The idea here is to keep refining and tweaking this set of words until you have the five that fit the best. When two words overlap, you would delete one of the overlapping words and pick another.
Examples might be: detached, evil, reckless, funny, troublesome
or : Smart, Bubbly, compassionate, warm, insecure
Ok, that's it for now... So lets hear some feedback, criticism, suggestions, questions etc...