Greetings readers – this has been a busy month. I’ve been
working on a new RPG setting with two friends and colleagues, Jason Marker and
John Dunn. In addition, I wrapped up design work on the Shadowrun skirmish
miniatures game, Sprawl Gangers. I started some freelance RPG development work.
Lastly, I did some additional writing for my own projects and made some
additional freelance contacts. So yeah, lots of stuff going on.
This week I wanted to talk about building characters for
RPGs. I’ve made more than a few characters in my career as a gamer – over 27
years at this point – so I believe I have some good perspective on the subject.
Step 1: What am I bringing to the table?
The first thing that goes through my mind when I am building a character for an
RPG is my desire to identify a unique role for my character in the group.
Sometimes the concept itself comes first (i.e., “I want to play a swordmaster!”),
but more often, I take a look around and see if the group I’m playing with has
some strong inclinations towards a particular character type.
For me, I don’t want to end up stepping on another player’s
toes. This can happen less often with a role and more often with a concept.
Two characters with the same role can often find a way to make it work – all it
takes is a bit of a different emphasis, a slightly different spin, or something
of the sort.
For example, I recently made a character for a Shadowrun
game, and I discovered that another player had created a very similar character
in the same role. I had built a melee-focused combat character (a troll), and
my friend had built a ranged-combat specialist who was also a troll. Two trolls
can end up looking a lot alike in other circumstances. However, our characters
found ways to emphasize the differences between us and the game is going really
well. My friend focuses on his heavy weapons and I focus on being an awesome
swordsman – we can back each other up, but we’re not copies!
As I said above, however, similar concepts are harder to
reconcile. When it comes to an RPG, a character’s “concept” is often more than
just the basic idea of who or what he is; it also encompasses the abilities and
mechanics that character uses to interface with the game’s challenges.
Several years ago, I was in a Deadlands RPG game in
Louisville, Kentucky. I made a character who was a riverboat gambler, an
experienced man of the West with a swift gun, a hot temper, and an intimidating
mien. What I didn’t know is that my good friend George had come to the table
with his own character (somewhat based on Jonah Hex) – and his character had
all those same traits. Although we started in different places, we had made two
characters that were stylistically and mechanically very much alike. Needless
to say, this pleased neither of us!
As always, communication is the key – I make sure to talk to
the GM and talk to the group so that hopefully we can iron out any misunderstandings
before the game begins.
Step 2: Identify the Character
There are a lot of things that make up a character’s
identity. There’s the concept, of course – that original idea that defines who
and what he is – and there’s the role the character plays in the group.
Lots of different characters here! |
Sometimes it is the character’s tools and abilities that
make up his identity. In fantasy games, for example, the character’s choice of
weapon can define him greatly – a barbarian with a two-handed axe is a very
different warrior from the cunning elf wielding two daggers. In the Star Wars
universe, Han Solo is well-known for his skill with his blaster pistol, while
Luke and his lightsaber are rarely far apart.
One thing that is a bit unusual but can be a lot of fun is
to maintain some mystery about your character’s abilities – “full disclosure”
is the norm (at least in my experience…), but keeping some secrets can lead to
some excellent moments in the game (caveat: this approach works best with the
right group). A good example is my friend Bryant Smith’s Dungeons & Dragons
character. He always was careful to simply describe his character’s appearance –
a tall, helmed warrior wielding a unique-looking crossbow – and let everyone
guess as to his character’s race and class. This was quite difficult, because
the character exhibited several spells, excellent fighting ability, and even
some thief skills. After literally years of having people make incorrect
guesses, it was revealed that his character was in fact a female drow under
the helmet – thus explaining some of the spells – and caused quite a stir!
Editor's Note: I'm adding Bryant's own comments here, because I think they've got some good advice in them:
"ah yes...my Bounty Hunter Mandrill. I based that character on Kevin Kline in the Wild Wild West, Cadderly from the Cleric Quintet, and Boba Fett. Honorable yet severe, never coming out of the armor in the presence of the party (Fett), with the Gadgetry of Kline and Cadderly. It was always fun to work with the GM to come up with solutions to inventions I would need to mimic items found in Mandalorian armor. I seem to remember you being shocked most of all when the reveal finally came. lol.
I tended to build my characters off of a mood I wanted to play, and then figure out what best fit that in class. Sir Brennan, the fallen paladin, is an example that comes to mind. I wanted to play a fighter, a rather simple class when you really get down to it...however, I had recently watched Dragonheart, and thought Bowen, played by Dennis Quaid, was a very well thought out flawed character. So I made a drunkard that had fallen from the grace of the Storm Lord...and what better accent to have than an Irishman?
When approaching my templates for how I wanted something to play, I would seek inspiration from a flaw that I thought was interesting. It was either a weakness inherent in a race, or something that would tend to balance out my uncanny ability to see how numbers sometimes would work to make an awesome character class, but without the flaw, they would become a faceless arch type, forgotten soon after playing.
Govannon Tahl'aer ath Ghillie Sidhe would be a good example of that. Two things made him memorable to me: His honor driven by guilt at what he had done while a member of the Hunt of the Elves, and his naiveté of the human duality. I remember some of the most fun I had with him was missing a willpower check when confronted with the evil of humans and going into a homicidal rage, (something quite deadly to behold when a Blade Singer does that). Although, out of all the times I donned that role, the thing that has made me laugh the hardest was his very first battle upon introduction to the party. The look on your face when I said "I close my eyes.", made my blindfighting check with ease, and rolled 4 crits out of 5 while facing the dracolich that had cast "mirror image" was, simply put, priceless.
My advice to someone looking to break the mold on their characters is to pick a favorite movie, then pick their favorite character and think about what it is that makes him or her interesting, and run with it. The class is just dice rolling and math...the personality is what makes them memorable."
Editor's Note: I'm adding Bryant's own comments here, because I think they've got some good advice in them:
"ah yes...my Bounty Hunter Mandrill. I based that character on Kevin Kline in the Wild Wild West, Cadderly from the Cleric Quintet, and Boba Fett. Honorable yet severe, never coming out of the armor in the presence of the party (Fett), with the Gadgetry of Kline and Cadderly. It was always fun to work with the GM to come up with solutions to inventions I would need to mimic items found in Mandalorian armor. I seem to remember you being shocked most of all when the reveal finally came. lol.
I tended to build my characters off of a mood I wanted to play, and then figure out what best fit that in class. Sir Brennan, the fallen paladin, is an example that comes to mind. I wanted to play a fighter, a rather simple class when you really get down to it...however, I had recently watched Dragonheart, and thought Bowen, played by Dennis Quaid, was a very well thought out flawed character. So I made a drunkard that had fallen from the grace of the Storm Lord...and what better accent to have than an Irishman?
When approaching my templates for how I wanted something to play, I would seek inspiration from a flaw that I thought was interesting. It was either a weakness inherent in a race, or something that would tend to balance out my uncanny ability to see how numbers sometimes would work to make an awesome character class, but without the flaw, they would become a faceless arch type, forgotten soon after playing.
Govannon Tahl'aer ath Ghillie Sidhe would be a good example of that. Two things made him memorable to me: His honor driven by guilt at what he had done while a member of the Hunt of the Elves, and his naiveté of the human duality. I remember some of the most fun I had with him was missing a willpower check when confronted with the evil of humans and going into a homicidal rage, (something quite deadly to behold when a Blade Singer does that). Although, out of all the times I donned that role, the thing that has made me laugh the hardest was his very first battle upon introduction to the party. The look on your face when I said "I close my eyes.", made my blindfighting check with ease, and rolled 4 crits out of 5 while facing the dracolich that had cast "mirror image" was, simply put, priceless.
My advice to someone looking to break the mold on their characters is to pick a favorite movie, then pick their favorite character and think about what it is that makes him or her interesting, and run with it. The class is just dice rolling and math...the personality is what makes them memorable."
Of course, understanding the character’s background is
another important step for feeling unique at the table. I definitely recommend
that people choose something relatively simple and broad as a base from which
to build the rest of that history – the “elevator pitch” of the character’s
background. My character Ramien Meltides took part in the Messian Campaign thatI mentioned in another post, and her “elevator pitch” went like this: Ramien
was raised as a farmgirl on a large rural plot of land, amongst apple orchards
and log cabins.
From that one sentence, I can build a lot of details about
Ramien’s past, and that foundation can become a touchstone for anytime that
background could be relevant (such as bonuses to certain skill checks).
One more set of thoughts about this subject involves finding
the skills and abilities that excite you the most.
For me, I have found that I enjoy characters more if I make
sure to tag certain abilities that I enjoy using in the game and emphasize
those on the character sheet.
For example, one of the most common checks you’ll make at
any given RPG session is one for perception; noticing things. I found that I
really enjoyed succeeding at these kinds of tests – and not just succeeding,
but achieving large degrees of success. I found that I really like “having the
eyes of a hawk” because I enjoyed getting more details about the setting for
the game or any particular thing inside the game that I found interesting.
One of my favorite game systems is the Hero System – it allows
me to make exactly the kind of character I want in great detail. However, early
on, I was having a lot of trouble with the game – I was trying to fit my
concept into the amount of points the game gave me, and I ended up spending
those points in ways that would give my character a lot of options. Being a “jack
of all trades” is fine, but I was lacking the depth in the things I really
liked. Once I sat down and really examined which abilities I liked the most and
concentrated on those, I enjoyed my character a lot more.
Step 3: Finishing Touches
With a unique role in the game and a good idea of the
character’s identity, the next step for me is finishing him off! I look for
three things to try and set the character apart; an image, a voice, and a
connection with the other characters.
Decisions, decisions. |
Finding the character’s voice doesn’t always mean a funny
accent. Sometimes that is appropriate (You should hear my Russian accent I used
for my character Dmitri…), but more often, a character’s voice is about his
word choice. Does he use big words? Small ones? Does he speak like an educated
man or does he talk like a laborer? It can be something as simple as a
particular catch phrase or an unusual laugh.
Finding a connection with other characters is something I
need to work on more – lately, I’ve been falling back on making a character in
a vacuum (although Shadowrun doesn’t really encourage building bridges between
characters before the campaign). However, I do think these connections can be
really important. I love developing these connections during play.
A good example of connections is Doc Holliday from the film
Tombstone. Doc is a flawed, complex man who lives each day as if it might be
his last – because he’s very sick and, in fact, dying. Somehow, this
hedonistic, educated man made friends with one of the few people to ever look
at him as something greater than he thought he was – and that man was Wyatt
Earp. Doc devotes himself to Wyatt. Wherever Wyatt is, whatever Wyatt is
doing, Doc is along for the ride, no questions asked. Because Doc knows that
Wyatt has a strong moral compass, something that he himself lacks.
That is a great connection to have. A few years ago, I
played in a Fantasy Hero campaign in Maryland. Early on, it became clear that
our group was making characters revolving around a kind and virtous knight, Sir
Patris (played by my good friend Stephen Furlani). I had already decided that I
wanted to play an assassin, but my cover was that of a cook. I decided that my
character respected Patris so much that he did not /want/ to reveal his
profession, and took great pains to accompany Sir Patris and assist in his
quests without ever letting slip his true abilities. It was a great challenge
and added a lot to my character’s part in the story.
In Conclusion
I recommend that you take a close look at how you create
characters for your RPG games – are there some things you always do? Are
there some things you’ve wanted to do, but haven’t tried yet? Is it time to try
something new, to break out of the rut? Or do you have an old favorite you’re
itching to bring back?
Five star post, good sir. I often do start with a character's weapon or methodology when defining a personality as the difference between a lance or a sword and shield can say an awful lot about their outlook. And I also do try to give my characters secrets to bait some conversation later on. My current character has been hiding the fact that she's a gorgon for example.
ReplyDeleteNice post and very insightful. I gotta say that Veskar was one of my favorite characters that you played; him and Technicality.
ReplyDelete…gotta find a way to bring Zafirah back in some meaningful way. Even if not in the same setting or system…
Anyway, for me, I think I do a little bit of all of the above, but the extent and order varies depending on the game and if I already have an idea or not. For example, in Steve’s Knights of Autumn game, I initially wanted to play a mage, but Steve mentioned in passing that he was frustrated that he wanted to run a game about knights…and nobody was playing a knight! So I thought about a past knightly character and rolled with it.
However for Matt’s Bad Moon game, the only thing I had in mind at the start was “I want to play something different, someone who is more passive and is a supporting role rather than a front-liner”, this turned into a priest when I found out that we were playing a game that was all about monsters and such and there was not a single religious person in the group, which turned into “how can you have a horror game with vampires, zombies and the like and no priest?!?”