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How to make a good character.

Note: this is a long and - hopefully - comprehensive guide to making a complex and deep character. If your group isn't about story or you don't like roleplaying, this is not a post for you. If you do need/want to make a deep character, then don't be intimidated by this posts's length. I have tried to come up with everything i can think of to help you make better, more vibrant, and more memorable characters in any RPG you play. And lastly, thank you for reading. Happy playing. During my recent search for a 4E D&D group, I came across a lot of poorly written characters. Ones that weren't creative, ones that had no detail, and some that were just confusing. If you are interested in joining a group, a strong character shows dedication to the group and also showcases your storytelling ability. Last, it gives you an attachment to this character when you get to know them as a person, not just a list of stats and figures. Your character backstory needs 3 main qualities. #1. it should answer some key questions about your character. #2 It should be inventive #3 it should be detailed. 1. the key questions your character's backstory needs to answer. There are many questions i could put up here, but I'll try and keep the list succinct. After I'm done reading your character's backstory, I should know the following: (the questions assume male gender only for ease of writing. They also assume a life somewhat like a human's. for instance, it is assumed that your character was born at some point, but they may have been crafted, hatched, or spawned.) The questions written under the main question are less important than answering the main question, but pertain to it. - Where was your character born? Was there any special event that marked his birth? What was going on at the time of his birth? What did your parents do to survive? - What was your character's childhood like? What was his relationship with his parents like? How did others view him as a child? Does any memory stand out in his mind from his childhood? How wealthy was he/his family? - How did your character acquire his skills? was he part of a guild or order? If so, does he maintain connections to the guild/order? - How did your character acquire his equipment? Was it his mother or father's old gear? did he make it himself? Did his teacher give it to him? - What Major events stand out in your character's life? has he been in love? Has he killed? Does he have wounds - mental or physical? Who's his best friend? Or does he have any friends? What's the best thing to ever happen to him? What's the worst thing to ever happen to him? What's his darkest secret? What's his biggest fear? - What does he want? (In my opinion, this is the single most important question to answer. Keep it in mind always.) - What will he do to get what he wants? - Why is he doing what he is doing and/or how did he arrive in this situation? - How did he meet the rest of the group? (note: your GM may answer this question for you.) 2. Be creative. You can answer all these questions and still have a bland character. So step away from the old tropes and embrace your imagination. Maybe your Cleric is jaded and hardly even believes in the gods anymore, but still wields their power in the hopes that his own faith can be healed. Maybe your tanky character who didn't get the greatest HP was born stunty, and always got picked on for his size, but refused to believe that he could fail to be a part o the rigid warrior caste system of his home tribe, and so he tried to fight as they do, damn his crappy constitution. If you're not that creative, you don't have to be. Look up character's online and steal bits and pieces, weaving their lives into a totally new experience. My most recent character was stolen almost entirely from Edward Kenway, the main character of assassin's creed 4, but I added in so many other bits and played down the pirate aspect that he's an entirely different person. 3. be detailed. This goes without saying; details matter. don't answer those questions and come up with cool ideas just to end up with a 10 sentence description. go in depth, You should really have a page's worth of material if you want an optimal character, but more rarely hurts. If you follow these guidelines, I believe that you can make a character that you and your friends will care about and remember for ages to come. Thank you for your time in reading, and please post suggestions below on how I can improve this set of guidelines. choc out.
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Gauss
Forum Champion
Moved to Off-topic.
I don't know if all this information is necessarily needed, I mean it's great to have something to put on the table so that when people ask you "insert question about your character here" you've got an answer for it. However, this is not to say everyone needs to write a short novel, I find that two whole paragraphs are more than enough, maybe 500 words max. I'll usually answer the questions: What was your childhood like? What brought you to your current career? What sort of motivation keeps you going? Course you could go even easier: What sort of place you lived in, What sort of life did you have as a child, what job would describe what you do, and that's it; with that you could use that skeleton to make a decent short back story. I find that people that go with the "mysterious loner" background to be in contrast to Rule #2, it wasn't interesting in the 80s when it was really big, though it worked for Wolverine for like a year, and it isn't interesting now especially when you don't clearify what made you a loner! I hate that, people will be antisocial and fall back on their background but not even try to develop their character it's like the person is in a vacuum and won't move for nothing!!! *ahem* sorry about that, just remember bad character concepts, anyway where was I? Oh yes, back story nice idea, character development better!!
I feel i should clarify the intended use of this: Following these guidelines to the T and actually writing a whole page for a character's life takes a lot of time and effort and shouldn't be used by everyone. However, the end result will be a strong character. I put in every question I seek to answer when i make a character, but it's fully dependent on your needs and or wants. But. If you are getting ready to start a D&D game that might last over a year, it would behoove you to put in a fair amount of effort at the start so as to have a good attachment to your character and always know what it is that he/she would do, especially if you enjoy roleplaying your character a lot. This is not a list for everyone to follow, but if you do I believe you will get a lot out of the person you create and that your fellow players and GM will remember him/her well.
I think the most likely result is a "long backstory," not necessarily a "good character" (though the two aren't inherently mutually exclusive). Most who write long backstories in my experience actually play their characters rather flatly or use their backstory as a reason to say "No" to the ideas of others. "My character wouldn't do that" is a popular response from the long backstory crowd. For that reason and since most backstories are written in the absence of collaboration with the rest of the group, I simply cannot get behind the concept of backstories at all, at least as they are traditionally written. Though you mention stealing ideas online, I don't think you mention direct collaboration with the group in your post. It seems writing it in a vacuum is the standard assumed approach. In my view, this isn't in the collaborative spirit that make RPGs great. As a counterpoint, I offer the following article (not my blog): An Alternative to Extensive Backstories No One Wants to Read . When I run a game, whether a pick-up one-shot or continuous campaign, I ask the players not to write backstories, or at least be prepared to throw them out once we start to collaborate during actual play. I always start with 30-45 minutes of character introductions and "Q&A." During this phase, I ask the players questions about their characters directly in front of the group and invite the group to build on the answers using the "Yes, and..." improvisational technique. Those questions point to the scenario or campaign's premise and its major elements, as well as (and perhaps most importantly) the other PCs. "Ragnar, what did the villain Titivullis Rex take from you long ago that you vowed to get back?" and "Jozan, which of your fellow adventurers here has gotten you out of a tough scrape before and now you owe him or her?" Or "Lidda, you stole something from [PC] - what was it and how have you two gotten past that event?" The players will consider it, make offers, flesh it out, and have a good time with it. By leading with some questions like this (3 to 5 per PC), it kicks off a lively and engaging discussion in the group that builds "backstories" collaboratively in the moment and points them toward important elements of the game that is about to be played. This is very helpful for creating context to make decisions later during actual play. As situations unfold, you see the character bonds come up over and over again, and more interesting interactions with the NPCs they encounter. As you play, players may feel inspired to add to their backstory by establishing connections to metaplots, NPCs, or locations. In a random encounter with some orcs, Ragnar might suggest that he hates orcs because orcs wiped out his village. He might not have considered that previously and needn't have. Now we know something new about Ragnar! There is also a great deal of character development: Rather than trying to cling to a backstory written before the game even started (and that likely no one else has bothered to read), the characters develop and change in ways that even the player of that character might not have foreseen which adds important elements of discovery to the game. In even a single session, you can turn a character sheet into a complex and dynamic character that you can't wait to play next week so you can learn more about him. Players will also tend to be curious about the other characters and engage with them more often than when they've written a backstory beforehand in my experience. So that's my take on backstories. You can definitely use the format you posted above for building good questions to ask the players about their characters. I just recommend it be done collaboratively during play.
I think how much of a backstory is needed depends on what level the game is starting at. I mean a 1st level starting character hasn't really done anything, that is why they have 0 xp. You can put a couple paragraphs describing their childhood, but obviously they haven't really accomplished anything at this point. Another paragraph describing their personality and one on description and you have a starting character. If the character is mid to high level, then sure, there is probably some work that needs to go into explaining how he / she got to that place. As a GM, I get turned off by long back stories for level 1 starting characters, especially if they are trying to make their character something more than a starting person with 0 xp. I don't want 7 pages describing how they saved their money delivering groceries and bought a longsword, I don't care about that. I expect two paragraphs on their background, one on personality and motivations and one on description, after that I am satisfied for a starting character. What I want from a player is that they show up on time and are ready to play. I want them to participate in the game. I want them to be a team player and work for the good of the group and help their fellow players when they can. I want them to show me who their character is as the game develops and they are faced with different things. I expect their character to grow as they RP, I don't expect the 1st level character who might be 19 or 20 in game, to be a worldly old dude that has been everywhere and done everything. Writing a novel about their first kiss or what their poo looks like, is a bunch of psycho babble in my opinion and is really not needed for a GAME that is supposed to be adventuring and fun.
I'm a huge fan of the Fear the Boot Group Template (new tab). I mean, it's simple, but the idea that the players have to work together to figure out ahead of time what they want out of the game, and how that's going to keep everyone happy and working together is worth it. Regardless of backstory, and of what you want for your character, it won't work in a practical sense if you're building the CE Rogue thief needing now to find a reason to be in a party with LG Paladin, NG Cleric and LN Bard, all of whom have no morale ground in common with you.
XP in most games is just a pacing mechanism for mechanical advancement, not an actual reflection or simulation of a character's experience in whatever field they're gaining experience in. You can choose for it to be so, but it's often not inherently so. I encourage players to have their characters act as experienced as they like. The grizzled old veteran trope is just as fun and valid as the dirt-farmer-turned-adventurer trope, if not more so.
Daniel, I never once stated that your character even needed a backstory for the game to be fun. Plenty of players aren't about that. I have simply provided what I believe to be anything you could possibly ask for should you want a strong character backstory. I may try to post a shorter version of this with fewer questions. The first one i think needs cutting is the "how did you get your equipment" one. That's pretty needless really.
I think the initial idea for back ground story is important for a character, though a second tier of collaborative background building with other players also works. In my games, it works to have both. Their is the initial background that helps define the player before they became an adventurer, that might explain why or how they started heading toward the adventurer path. Then, there are the formative steps of learning and experiencing how you become one, which can be collaborative. Sometimes they are a few subgroups that later merge into the larger group. On a side note, this helps to weed out the inconsistent or difficult player from the other players that work well together. That has been one of the greatest benefits of this. Anyway, I digress. Either way, it does not have to be a novel. Anywhere from a half a page to two pages worth of material has been a good guideline. Now I think it's ok for a character to say, "no, my character won't do that", occasionally. It makes for some interesting role playing possibilities as well, As the GM, it's better for you not to say no, as apposed to the player. When said player says no, due to something in the character background, the GM has to create the situation where the player has to face a tough decision of conscious, perhaps, like anyone has to do in life, whether fictional or not. Either said character decides to break from her ideals or find some alternative to deal with the situation that's put them in their current conundrum. It's to the GM to say, "Ok, your character decides to not do (fill in the blank), now here is what happens..." It's like any decision the character makes. They try, or not try; then there are the results and consequences. Either way, that lends toward character development. Then, as GM, what are the repercussions of the characters actions or inaction. How does that effect the other PC's feelings and individual, side goals. Does the character rationalize that perhaps under the given circumstances, what ever it is has to b done? How does that effect the character afterwards? Does it become a little easier to compromise their ethos each time they do this supposed taboo they learned growing up? People and characters motivations, goals, ideals, and taboo's can and do change with time. Either they become more of what it already started out as, or they start to veer in other directions, anywhere from a minor degree to a whole paradigm shift. As Game Master, it's up to you to set guidelines in and out of game play. If there is something in the background; whether individual, collaborative or both; that is not good for your campaign then you discuss it with the player and work out any needed changes. With that said, anything can work. One example, in some of my games I allow players to play evil characters. However, I make a distinction between Anti-Hero and Villain, not allowing the latter. That's understood going in and the difference is clearly delineated.
Collaboration in all facets is very important when entering into a tabletop RPG. If you can, take the time to work together to make haracters and maybe intertwine their histories. In my current game, I did a contest to determine who it was best to let into my group, so we couldn't work together to make the characres. It turned out pretty well though, and I couldn't be happier with all of my players. (One of them died and it left the whole team depressed because he had a very funny history and was generally just a nice guy, so he had made an impact after only 2 sessions of play.)
Browser ate my reply. I prefer short backstories that allow flexibility to mesh into the campaign world, not attempt to usurp the plot, don't waste everyone's time, allow for character development during play instead of before it, and won't make the player cry when his lovingly crafted Mary Sue falls and dies in the first pit trap they encounter. (This last bit may be a positive.) There is one exception to this rule, where a 320 page backstory is completely justified. All hail Old Man Henderson .
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I personally want the players to be sad if and when their character dies; it makes combat scary when someone you care about may die as a result, not just a list of stats and figures, but it requires your players to be willing to spend the time again and make a new character to come back in with (because under no circumstances should you kick out a player just because their character has fallen.) I think what we should all take from this - myself included - is that there's no real right way to make your character. Do what you feel comfortable doing and what the group is willing to do. Have fun with it, you're playing a game.
personally I believe the right way to make a character is by not caring about the rules and going with the flow - just roll the stats, see what happens, and generally let your imagination be inspired. If you have an Idea for a character, go for it. ask your DM if you can swap this for that, if you'd rather have it, and just make what you want. If you don't have an Idea, just do what I do. Roll your stats. assign in order. use that to tell the story in your mind of what he is at the start of the game. never write it down, and never go into detail. that comes later let the rest of the party help make the character who he becomes once he is in game. a character is almost never the same in play as he was before that first session, so don't write those elaborate backstories. keep them in your head, and let them change until you are sure you have them right. Play off of the other members in the party. If it seems right to include yourself into their backstory, then do it, if not, don't. but let them help define him. After all, friends help define you as much as anything else can. Let his quirks develop as he matures into a fully fledged character in his own right. Bring to the game every week an expectation of something new being discovered about your character. Be as interested as everyone else is to find out about what and who he is, was and is soon to be. Never think know everything about your character. Let him surprise you sometimes. Always be enthusiastic about playing him, but most importantly, HAVE FUN.
How I create a character depends greatly on the system being used for the game. Front-loaded game systems like GURPS, HERO, and other point-buy systems usually require more character background thought at character creation since you have to come up with Advantages/Disadvantages. Picking these items helps flesh out the character as you go. However, in minimal up front systems that have quick character creation I usually like to start playing and develop my character's story as we play. Now, sometimes with these systems I do have a specific background in mind based upon Class (Profession) and/or Race, but not all the time. I enjoy shaping my character's story and personality through actual game play and let it unfold as the campaign progresses. In my experience, I have found that creating a huge amount of character background can be a let down for game systems where death at the character's early stages is not only possible, but probable. If I get too invested in the character's background and then the character dies in the first session I feel like I wasted time and energy.
I usually write a back story. If I am given some details of a setting, and come up with a character concept, I'll write a backstory for who my character is, where he came from, how he got there, and what he aspires to become. It helps me stay focused as I develop my character over the long run in the game. Sometimes, I'll do this in advance of the game, sometimes afterwards once I've had a chance to figure out the personality that calls to me. When possible, I'll collaborate with other players. I usually submit the backstory to a GM (for a campaign), so they have an idea of what hooks can easily be used on my character (he wants to build X, he has family here that could be threatened, etc). For one shots, I don't bother sharing the backstory, its just for my own gratification, but if I were joining a campaign expected to last a year or longer and I was told not to bother thinking about who and why my character is, I would assume we'd be having fatality rates higher than in Call of Cthulu or Paranoia (and even my CoC characters got back story...though briefer than in most other games).
speaking of making a character,(may be a little off topic) has anyone tried to make a rpg wargame hybred the wargame sacle of which is about as big as this , but also has player character rpg kind of thing in it?