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What are DM's Looking for in Characters?

New player here. Been looking for a first session of D&D 5e. Been turned down a couple of times, which isn't too surprising and all. Figured it might be worth reaching out to the community. What kind of things do DMs want to see in a character? What kind of things do DMs want you to avoid? I know these are generalizations, and that what works great for one DM might not work at all for another. Just looking for some general tips. Some things I think I've noticed: -Characters with preexisting quests. It seems some characters already come with a primary quest, one that might detract/distract from the DMs quest. I suspect I should avoid this. -Veteran adventurers. I've noticed some character descriptions that seem to build the character up to nigh legendary levels before their first quest. The question then is, why are they still level one? -Perfectly flawless characters. The outcast lost heirs that have never done anything wrong, are good at everything, are automatically everyone's friend, have a heart of gold, and absolutely no flaws to speak of. Yeah, about that. Some things I know I struggle with: -Overly quirky characters. I like having fun making my characters colorful. How should I avoid going over board or trying too hard? -Complicated backstory. I try not to inundate potential DMs with long backstories, but once I start making a character, the ideas can start to flow. What's a reasonable amount of backstory for a character? -Meta relevance. I'd rather have a really fun to play character over a basic, but very effective character. How much trouble is this going to get me in? How far from the beaten path can I go for the sake of making things interesting? If you have tips or ideas for even one of the things listed above (corrections, suggestions, additions, etc.), or any tips at all for that matter, please let me know. Thanks for reading.
What was his previous gig? What does he look like? What is his general demanor/How does he act? Answer these three, reveal/figure out the rest through play.  It's not a big deal. And if you're going to play non-human, do inhuman things.
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Have you contacted the GMs who turned you down and respectfully asked for suggestions? Do you know if you were actively turned down rather than not accepted? Not to get too weird here, but there is a difference between "Not that character" and "I'd rather this other character"
A picture of the character goes a long way too. It illustrates how the player perceives the character. It is OK if the image is not a perfect representation but it should convey enough information that the player and DM are, roughly, "on the same page." In my games, if a player just posts the equivalent of "Pick me! Pick me!" -- with no information on the player or the character -- their player application is immediately disqualified. On the other hand, too much information or too specific lowers their chances of being invited too. I prefer the player present a "rough shape", like an unfinished clay figure, that the player and the DM can co-develop over time and through play. In my games, I post some easy instructions for applying like create a new thread/topic/discussion and include some basic information about yourself and your character and confirming that you actually read the campaign introduction by inserting a keyword somewhere in your post. If the player cannot follow these simple instructions their player application is immediately disqualified because I assume that the player just applying to every opening available and copy/pasting their responses without tailoring them for that specific game. In summary, the best way to improve your chances of being invited to my games are: * Include a picture of your character; this is optional because some players, like myself, like to create a character that complements the party and adapts their character concept to the setting and adventure/campaign. * Include some brief information on yourself and your character * Prove that you can read and follow basic instructions
Good points to consider (keep 'em coming, by all means). I'm getting "keep it open" and "keep it simple" for backstory. I probably should go and ask for suggestions too. I don't know if I was turned down or other choices were just preferred for sure. There was one who had quite a few applicants I'm guessing was just not chosen above others. There's another who decreased the desired player number, so I'm pretty sure that one was turned down. thanks for the suggestions so far.
Actually, there's another question (thanks for pointing this one out, DiceWrangler). Where do these character pictures come from? Unless we're all pro-artists here, I feel like I'm missing something. Should I only play characters I can find an image for? Should I draw my best stick figure impression of my character? Are there rules for what pictures we can use, or are a lot of these just Googled? Thanks for the responses, guys.
Just Google for character portraits and I also recommended DeviantArt
Google doesn't tell you if the art in it's search results is in the public domain. You should consider the source carefully. I tend to buy art fairly frequently so I can use it for characters.
When I am looking for a new person to join the group, I auto-decline anyone who has a character proposal. What I want is the player , and once I am happy that they are a good match, the rest can come later, including them getting to know the campaign and making a character at that point only. I expect, by and large, that recruitment and interviewing will take about two weeks, and then another week to make a character that is a decent fit. Anyone in too much of a hurry for that wouldn't have made the interview, anyway, since that's definitely something to explain to folks.
My experience is that an extensive application process does not always guarantee finding a "good fit" or a player that will become a regular in an ongoing campaign. I have invited what I thought were great fits for a campaign but, after a session or two, they mysteriously "ghost" me with no warning or explanation. Note that I did not attempt to qualify the quality of the player  just whether I felt they were a good fit for the game and, more importantly, the other players. It is very difficult to predict personality clashes between strangers you only know over the internet and, if no one says anything, I assume they left because of it; they just didn't like the social dynamics of the group and move-on without saying anything. Of course, it could be me, the game, a scheduling conflict or some other factor but, without any hints, it is difficult to learn from it to improve. My new method of recruiting new players for a campaign, after they pass the basic "elevator pitch" test, is to create single-session adventures in the same setting but independent of the campaign then invite a few existing long-time players (whom I consider the "core" of the group) and 1 or 2 applicants. I do not mention that the other players are already in the campaign so the applicants won't artificially be on their best behavior because I want them to just play naturally. The "interview" is actual play but outside the campaign so it will not disrupt anything and the players have the final vote of who should be invited -- not me.
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What you ask is a good question, and you've already got quite a few good answers, opinions and perspectives.  As has been said, it varies from game master to game master.  There are at least as many different views as there are game masters having them.  Yet, there are some things that are usually chalked up to common sense, knowledge of the game or lack thereof notwithstanding. I personally hate the idea that interviews have become one way you stand a good chance of finding a good player.  As DiceWrangler said, its not a guarantee by any means, but it does give you a rough ballpark idea.  Face to face, you can kind of get a feeling for a person based on tone, attitude, body language and such, but online you don't have those tools available, and its very easy to misinterpret a question, answer, statement, etc when you're reading it from someone you don't know at all.  So, if a game master asks for an interview, it most likely means they're trying to weed out the flakes from the people that would actually be decent to play with and get rid of as much drama and nonsense as they can.  In addition, I will admit that I am guilty of having a lot of information and being long winded, but I'm obsessive/compulsive and most people need explicit, specific points that can't be summed up in three words.  Its not an intention, it just often turns out that way, so I try to put in a disclaimer that I'm overly informative! Personally, I myself ask for applications for the player , the person behind the character.  How well you and the others get along with a player is equally important as a character that gels well with the setting, even if its in a sort of juxtaposition.  A fantastic character that you've created that's an elven Arcane Archer ranger who specializes in bank shots is useless in a world where elves don't exist.  Plus, if you get your mind set on and locked into this wonderful idea you've got for a character, and it simply isn't appropriate to whatever setting you'll be playing in, that's disappointing for you and the game master, which means you not only have to create a new character that does fit, but also that feeling of "Man, I really wanted to play that character" in the back of your mind, so its going to probably eat at you a little, and as a result you won't really be as into the game and the character as you were with your original concept, most likely.  Its not a fact written in stone by any means, but it happens quite often, I've noticed.  Thus, I personally look at applications from players, not character pitches.  The character pitches I wait for until after I get an idea of how well everyone is going to interact, with each other and with me. As far as characters go, once you get accepted into a game, or at least seriously considered and you're at the point where your prospective game master sets you to the task of actually creating a character, there are often several "perfect characters" or people that are first level, but yet have min maxed themselves until they can walk over challenges meant for characters nine levels higher without even falling out of step.  I personally detest this sort of character proposal.  If you're treating your character as a spreadsheet full of numbers and calculations, then you're not playing a character, you're playing a calculator.  Play what you like and have fun with, not what a bunch of calculations and anticipated encounters suggest. To address the "perfect flawless character" thing that is sometimes attempted to be put over onto a game master (these examples are hypothetical and often based on my experience, not necessarily the typical thing you see in any game application forum), there is no such animal.  The most perfectly flawless character you can conceive has one major flaw from the very outset that's as visible as the sun in the sky, usually arrogance and a sense of superiority and invincibility.  Despite popular belief, in my own well traveled opinion, that's a flaw.  Assuming I were to even amusedly allow such a "perfect flawless" concept as it existed in the player's perception anyway, I'd make sure they felt the flaw of that.  Flaws are what makes a person or character who and what they are, as much as any merit or advantage.  Flaws make great story hooks, and sometimes they even curb that impulse to create that type of character.  So, put simply, my advice is to avoid the "perfect character" thing as explicitly as you can and enjoy the enormous roleplaying potential of a character that is as imperfect and flawed as any other individual that exists in the setting. Quirky characters, or overly quirky characters as you phrased it can be a nightmare for some game masters if they're taken too far into "overly quirky" territory.  I know they are for me.  Everyone wants to be unique and I'm definitely on board with that.  A normal degree of quirkiness is fantastic and amazing.  I do that myself when I'm participating as a player.  I hate stereotypes.  But everyone gets in the gear where they go a bit too far sometimes, its human nature for this to happen occasionally.  In my own personal experience to do my best to avoid making a character too quirky, I use a couple of techniques to rein this impulse in, and I often suggest it to players I know that will most likely jump over that wall like a kangaroo like I might if I don't catch myself. The first method I like is taking a standard, normal, everyday boring character type, and tweaking just one or two small things about them.  Then they're memorable and unique, and not obnoxious and destined for a random blue bolt from the heavens.  For example, let's say I'm playing a dwarf fighter.  Very straightforward, very generic.  Dwarves have certain typical traits that often define a typical dwarf in most people's minds.  So, I take my handy dandy little sawed off fighter that really digs being grouchy and scowly, and fascinated with precious metals and gems, and hates elves.  So, to make this guy unique, maybe have him take Weapon Specialization in archery instead of in axes, make him cheerful rather than bitchy so he's the optimist of the group, and possibly even have him be best friends with an elf, possibly even a wild or wood elf who also get down with the grouchy bit, instead of your typical cheerful high elf, or even that typical cheerful elf.  Just those odd little traits that are most often associated with dwarves.  Nothing is crazy, nothing is over the top, and the character is unique and memorable.  Down the line, someone will remember the happy go lucky dwarven archer because he's unusual and unique.  I took three basic stereotypical dwarven traits, and turned them around a little.  No min maxing and no absolutely outrageous convoluted backstory required. The second technique I use is even more introspective.  I take any character concept I come up with to play in a game, and look at it as if I'm the game master.  I ask myself is this character unusual, or is he just a flaming asshat?  Is this a character I would need to invest in Tylenol in order to run a game for them?  Is this a character that I would want to strangle the player for, and kick out of the game after half a session?  Would the other players and I enjoy playing with this character, or would they disrupt the flow of the game by being too quirky.  Other questions like that too.  Be extremely critical in your questioning of your own character's viability as a potential character in a game.  I find personally that this really shines a light on the stupid spots that need to be fixed. For me, those typically take care of that to kind of pull that impulse control down tight.  That usually helps you come up with a character that's not seen as crazy most of the time. When it comes to backstory, my own personal preference is that there be a bit of detail, just enough to get a general sense of who the character is, where they came from (morally and philosophically more so than geographically), and tha type of thing.  A page or two usually works, but a bit longer is normally okay with me, where a lot of people prefer shorter.  It doesn't have to be long for me personally, just  enough backstory to give the game master some useful seeds to weave into the story is great, too much is overkill, and not enough is not really thought out much I wouldn't think.  I think of it as explaining who a relative is to a friend who's never met them, which is an odd way to explain it I guess.  But the main thing to remember, I believe, is to keep it coherent and concise, to the point, and able to be easily followed without having to backtrack the reading a lot. I prefer characters that feel like people as they exist in the setting, and that are fun to play, but making sure the fun factor jives with everyone else, so there's less disruption of everything as a whole.  This just means that the character isn't trying to go north when everybody is going south.  Going southeast or southwest is cool, I think.  So I think you've got the right idea, because this is supposed to be fun, and its a game.  So have fun, but cooperative fun, rather than fun for you and a headache for everybody else, just as you wouldn't enjoy a game that was fun for everybody else, but a headache for you.  So again, I think you've got the right idea, so you've already won half the battle. Oh well, I think I got off track and rambled a lot.  I hope it all wasn't incoherent, and that at least some of it was relevant to what you wanted to get answers for.  Lack of sleep, pounding headache and a lot of distractions and interruptions can play hell with a guy's thoughts.  I hope you get at least something useful out of this rambling mess, and good luck.  See?  I told you I was a bit long winded, so sorry for that.
My advice would be, above all: read what the GM is asking for in an application and do exactly that. Do they want a short character description? Three possible character concepts? A player introduction? I've asked for different stuff when advertising for different games, and the biggest pet peeve I had was when a player doesn't include stuff I asked for, or includes stuff I didn't ask for.  Regarding backstories and characters that come with quests of their own. The thing that I value in players above everything is their ability to see what I'm putting down, pick it up and run with it. If I'm starting a game about a bronze age human tribe in a jungle environment beset by toxic fae creatures, and a player comes in wanting to play heavily armored dragonborn fighter right off the bat, my first thought will be about that player's ability to catch a clue. But if a player's suggested character is a druid who tried to make peace with the fae but was betrayed and now wants vengeance, that makes a completely different impression. So read whatever story/background the GM provided and if you can think of an interesting way your character could play off that, don't be afraid to include stuff like that. I remember last time I advertised for players, I got a lot of shiftless spherical "adventurers" that could fit into any campaign and thus felt like they wouldn't fit into any. At the end of the day, don't despair, especially if you're playing D&D. None of the things you listed (quirky and humorous characters, emphasis on fun instead of optimization) are bad in and of themselves. Everyone has a different playstyle and group style, and there's A LOT of D&D players on roll20. You'll find your group.  
A character played by a Reliable Player!
Part of the difficulty is that most good GMs only look for new players when there is a schedule change somewhere in the games they participate in or they are at a stopping point with a game. Criteria varies for each game let alone each GM. For myself, I look at the player first. Number one thing for me is personal greed. Do I want to hang out with this person outside of the game? Is there a potential friendship here? Can this person help me become a better version of myself? That is hard to prep for as it is extremely personal and has more to do with compatibility than anything you can prepare for. The second thing is to read what the GM has written. I would skip on GMs that have 20+ pages that have to be read to find the secret code to include in the application. An optional 20+ page read is fine. A GM that can simplify the application explanation down to half a page, possibly two with some world features included while still covering the broad strokes is a good find. After that is to ask questions directly. If something is unclear, ask. If something excites you, ask for more information. Enthusiasm for the material presented signals that there is something about the specific game that appeals to you. I do not seek out players often. When I do, I usually request submissions of NPCs and locations rather than PCs during the application process. I pick the NPCs, locations, and anything else about the application that interests me and contact those players. Submitting a PC is okay. Having a character concept, or even is a few is okay as well. However, if a PC is submitted without an NPC or location included separate from the PC then I know the player did not follow the criteria I asked for. That player gets bumped down the contact list. If the player joins then the places and locations from their application are added to a list of people and places in the world. We have a discussion as a group about what game we are playing. This way everyone has the same expectations going forward. I tend to guide, but hold back input as I had a lot of input throughout the interview process and I want to absorb as much of what the players want as possible. If somebody has a character already that fits the expectations we decided on as a group, then they can play that character. Otherwise, we setup some of the big and little picture aspects of the world and make characters we feel fit the party dynamics the players settled on wanting out of the campaign. This all goes out the window if running for an established group. It's practically the reverse where I am handed characters before we talk about anything else unless it is a group I have run a campaign for in the past.
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Hi Grey_Moment, Welcome to Roll20! I have moved your post to the Specific Use Questions & Macros forum. Happy Rolling!
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As there are very good long answers above, I'll keep mine short: I don't like characters made by players before talking to me. First I'll tell you something about my world and the themes I want to explore in the game I play, then you can tell me what character you want to play in this world - if you still want to play in it and with me. I like to flip the question. Most of the times it's not me telling the player they don't fit, but it's the player realizing my game doesn't fit their idea. Edit: Ok, was thinking a bit more about this and want to share my thoughts. :) - Characters with preexisting quests can be a very good plot hook - if their quest is the same as the dms plotquest. They can act as the questgiver, which ties them into the group. They can have knowledge about the quest the other players don't, which means less explaining for the dm and more talking between players. I'm all for that. Talk to your dm if you want a preexisting quest. - Veteran adventurers... good question. What happend that made them lvl 1 again? What hindered them to become lvl 2? Why are they so bold to immensly overestimate their status? What trouble will that bring? They also could be welcome in an already running campaign if they start at the same (high) level as the existing characters. The reason I don't like them is they have stories to tell which none of the other players was part of and therefore are not invested in. The players want to experience their own story, not hear a veteran rambling about their off-screen achievements. - The flaw of a perfectly flawless character is his fear of flaws. *evil-dm-grin* Or the player wants to play a different game than one with flaws - which is perfectly fine, just not my preference. - Overly quirky: Choose one quirkyness and apply it gently. Look around to the people you know. Those people are not trying to be quirky - well, most of them - it comes naturally. Don't try to find ways to put extraquirky in, but react to already existing things with quirky naturally. If you can't decide on one quirkyness, take a die, roll it and then roll with it. - Backstory: I tend to have a 2 page 20 question sheet for my characters. The least should be: What can they do? What do they want? What are they afraid of? The rest is depending on the world. If there is magic: What do they think about it and why? If they are somewhere else than home: Why are they here? If they can do something outside the ordinary: Why and where did they learn that? And so on. - Meta relevance comes back to fitting into the game. If you fight dragons, demons and godlike creatures, a confectioner might not live long - unless he is willing to learn quick. But if you are running a town, fighting hunger and starvation, or want to impress the prince to get his helmet of +1 magicresistance, then you might have a good chance. Yes, in the game I play (The Dark Eye), you can be a confectioner. The question is: Can your character get the job done? It doesn't have to be in the meta way, but it has to be in some way.
Yeah, I make a point of saying I don't care about a players 'character'. I honestly don't care. I only want to learn about the PLAYER.... Who you are, why do you enjoy D&D, what was it about my game posting that interested you? Where about do you live? what sort of play style are you looking for? Anyone who puts more information about their character than themselves... is always an auto-decline for me!
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Davemania
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Marina Z. said: My advice would be, above all: read what the GM is asking for in an application and do exactly that.  This. Make sure you read what they are looking for. I can't tell you how many times I see applications that are obvious cut and paste jobs that didn't even take the time to read what the GM is looking for. Why would they take the time to look at that?
A quick google image search can find pics for just about any character you can think of. I wanted to run a Voodoo Witch Doctor and found this: And This: And I had a hard time choosing between them. Then I wanted a Tiefling Bard with a banjo and found this: And this: And even a Voodoo Bard with a banjo: The pics are out there if you look.