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| Leader-of-the-Pack02-18-08, 11:15 PM | A rare personal quality attributed to leaders who arouse fervent popular devotion and enthusiasm. Personal magnetism or charm Recently, I have been reading some rather obscure articles about the forums, and many of them have mention to the fact that charisma can be tricky to role play. I also read one called "Playing the Bottom Three" which had a terribly misconstrued conception about high and low charisma scores and what each entails. So, we come to the purpose of this thread. I am writing it as sort of guide to making a charismatic character, and just short opinion about what charismatic means, to help with the purpose of role playing. I don't know about any of you, but I play very role playing heavy games, where statically powerful characters in combat may not always shine. In these matches, I often times find myself playing high charisma characters, merely because I have not the ability to play low charisma characters. So, what it means to not be charismatic, i will sum up first, as I tried to play a half-orc barbarian and I failed terribly in role playing. So, here is the start after a much needed session of rambling. Charismatic Characters Phase One: What it means to NOT be Charismatic Essentially, playing a low charisma character consists of a basic fact. You're not interesting. Your character may be extremely sexually attractive, but that does not imply striking looks. Striking is a different kind of looks. It's more attitude, it's more of a style, and way of doing things. Sexual attractiveness of shapeliness does not make a character charismatic. Although, they could be. If the person is overall a rake, boring, not very personable, then they are not charismatic. When I played my half-orc barbarian, I overall, found that his best things to say in conversation weren't characterized. He was still unique for his ideas, such as the fact that books are used in evil rituals exclusively, or that wagons were really magical vessel and could not enter one. However, by talking to him, or looking at him, one would say, hes nothing special. At least a charismatic character would say that. Like I was saying, what he had to say wasn't really charismatic. Typically, my con artist character Vitross, is able to trick and talk where my half-orc barbarian Urgunk isn't. Here is a scenario, featuring both to try and put into words what a description cannot. Scenario One.: Vitross Enters the Tavern A cold, whipping wind is blowing in the city of Newport. The ice is flying through the uncomfortably wide streets (this time of year) and making winter an event that has long past overstayed it's welcome. A group of people heavily bundled are making way for the local tavern, Hubert's Ale House. One their way in, they look about the street, and see a figure approaching down the middle of the road in long arrogant strides, with some swagger in it's step. They look, and proceed in. They go in and make way to their normal table, adjacent to the bar, so they can have friendly conversation with the other townsfolk huddled near the hearth over just down a bit from their table. As they sit down, they hear the door to the inn slam against the wall. That same figure is their, closer now, easier to see. He is wearing wool and silk in an esortic manner, wearing an overcoat featuring brass hardware and slight shine. He has a majestic beard, and two piercing blue eyes. This figure makes his way around the chairs all about the hearth, almost as if they weren't there. He makes no notice of the common room's attention on him. He takes a seat at the bar not to far from this bundled group, and still yet pays no attention to them. Sitting at his stool, one leg is firmly on the ground like anyone would sit, the other leg is propped against the bar in front of it, leaning the owner of it back in his seat. Reaching into his coat, the man pulls out some papers of rather important looking business, and still has not made eye contact with anyone in the bar. The barkeep finally approaches the man as he is folding up his documents, and asks, "Whut'll ole' Hubert do ye fer'? A nice bourbon er whiskey?" The man looks up from his coat and straight into his eyes and speaks in a sharp and punctual voice, "Your finest bottle of port, and the location of the vineyard where it was birthed." The barkeep looks a bit shaken, and nods quickly, before hurrying off. The man turns to look at the group of huddled commoners, and smiles and nods rather arrogantly. "Ey' mate, where did you git enough coin to buy' yerself a port o' that kind?" The commoners nearest poke question at. The man keeps grinning a toothless grin, not opening his mouth. He is clearly amused. "Seriouslay mate! Wot is it you do!" The man seems to suddenly be not amused, and pulls out a pocket watch. As Hubert comes back with the Port and a piece of parchment, the man closes his watch abruptly. "That took well over forty-five and a half minutes my friend, you best watch whom it is you upset in this common boarding house." The man, although clearly displeased, throws down a bag of copper pieces. "Keep the change old chap." Hubert nods, smiling, and begins the count of his prize. The figure reaches into his gold and blue coat, and pulls out a leatherbound pocket book. He copies the location from the parchment, and drinks his port from the bottle. At this point, he has walked over to the table at which the commoners nearest sit, and pulls up a chair. He speaks thus, "Well, as my observation of earlier indicates, that you gentlemen would like in on some of my fortune?" The commoners all nod erratically. "Well, tis' your lucky day my friends. I am a businessman, I deal in the trading of gold between banks and nations. From this trade, I can turn little to nothing, into something." "Wot mate! This sounds like a load of bull, eh?" The man suddenly stops grinning, and looks at the insolent commoner, straight in the eye. He drinks from the port bottle, looking rather full of himself. "So," he badgers, "hows the mead taste there, gents?" The commoners look at one another. "Fine, fine...We wont in. Under one condischun'." The man smiles sheepishly. He slams the door in similar fashion to the way he did on going in. The commoners stand huddled in a group, following the bearded wonder across the street into the bazaar near the port, and begins looking around. The commoners inspect closely. The man respectively bows to a shipmaster, yelling at his crew as they scurry aboard the ship called Esteban. "Greetings, Ryan." The shipmasters eyes widen, and he laughs and warmly greets, "Hello, Vitross, hello old friend!" The two have some small chat before they each get into business. The commoners watch intently. This man, Vitross, is not pleased. He has his pocket book out, and is scrawling notes left and right. "Ryan, I understand that your trading has diminished lately, and that the spices here are not so valued in Telson anymore." The shipmaster looks a bit unnerved, and says reluctantly, "Yes, that is so." The beard man Vitross looks up from his points, wide jawed, before he shakes his head and writes more notes. "Well, I have it on good authority, that a new town has just popped up over in the fjords of Helsn. May be a good prospect. Either way, I need you to push for me." They both exchange a look, and Vitross continues, "Yes, these gents over yonder, they wish to trade in gold and receive back more then they are investing." Ryan looks over the commoners, and invites them into the ship. "Alrigh," he mumbles, "Heers the deal. We gut the shirk from the boys over in Telson for pushing those gold bars last time, and we almost got robbed, but, I here gold is way down in value over there wid' the taxes an wut not, so..." Vitross nods understandingly, "Extra money for mercenary guards, I see." He looks over to the commoners. "How much gold in pounds can you gentlemen produce?" The commoners, quite convinced, come up with a good chest full of gold bars, and each are given a note of value. These documents state that the men shall receive one-half thousand gold pieces upon the deliverance of the gold bars to a man named, "Isenheim". Unfortunately, the moment the men gave their gold to Ryan, he gave three bars of it to Vitross, who turned them into gold pieces at the local bank, and skipped town one day later. One year later, the commoners found out they had been duped and their shipwright went out of business. Scenario Two: Urgunk Enters the Tavern A cold, whipping wind is blowing in the city of Newport. The ice is flying through the uncomfortably wide streets (this time of year) and making winter an event that has long past overstayed it's welcome. A group of people heavily bundled are making way for the local tavern, Hubert's Ale House. On their way in, they look about the street, but see some other miserable people shuffling about in the ice. They are headed for the tavern as well it seems, as they are shuffling nearer to the buildings. They go in, and make their way to their normal table, adjacent to the bar, and nearer to the hearth, as to make small talk with the barkeep and the townsfolk at the same time. They order meads and begin jesting and laughing. The door and the whipping wind are heard opening and closing, and they briefly look over and see another group headed for a table near to the hearth. One amongst them is rather large though, and orders an extra amount of mead. The commoners are by now rather drunk, and attacking foolishly. They approach the table with the obviously half-orc man, and begin to mess with him. "Git outta heer ye brute! Quit taken' up all dem damn heat!" The half-orc sits and lets them annoy him, before losing his temper and punching one right in the jaw. A massive barfight ensues, the half-orc the main center of attention. Amidst the barfight, singing breaks out in commoners, and everyone is laughing, rejoicing and brawling. The half-orc makes way for the door, and storms out, a cloud of commoners atthatched to him. He is run out of town by townsfolk superstitious of orcs. A day later he is out of town. A year later the town is attacked, and the shipwright is burnt down by an orcish bandit horde. So... If you get the picture I am trying to put across, it is not the personality that makes one charismatic. It's how strong that personality is. Urgunk could easily be the most developed personality in a game I have ever done. His backstory is extensive, and is a story best saved for another day, but you'd never know that by this. So... what we've learned (i hope) is that their are three main things that can be role played in charisma. One, a character, in order to be charismatic, needs to be distinct. Vitross dressed differently, entered differently, had the beard, all sorts of factors. The point, is his appearance was striking enough that everyone took notice of him. Two, he is able to express opinions and ideas. He is arrogant, that is apparent, he is professional, that is apparent, and he is a bit of a liar (I hope that was apparent.) He is able to be expressed in words that he has a personality. He is easy to know and understand from the get go, no getting to know needed. Three, he is able to influence others by some mean or form of persuasion. He is able to trick people into letting their guard down, he is a con artist, that is his speciality, making the unbelievable believable, however, other charismatic characters would need to be able to inspire, to instill a sense of something in people. Whether or not its displayed charmingly or gruffly, as long as its displayed charismatically. So, in summary, a charismatic character needs, 1. Distinctive Personality. 2. Powerful Personality. 3. Use for Personality. Now, this is essentially what I wanted to get across. That charisma is not generic, but it is basically that template, with the personality your choice. Not, 1-3 Cha is so and so, not any of that. If you want a template like that, it is: Lower charisma means less of an ability to display personality and use it to influence, higher charisma means more of an ability to display personality and use it to influence. I hope this helps, feel free to tell me what you think, and thanks for your time. |
| Dakr02-19-08, 04:17 AM | Thank you for your time :) |
| SavonDrake02-20-08, 10:55 PM | I got a question, if charisma isn't about looks, why do the mangrlefolks get a -4 charisma becuase of there looks? |
| Orchomenos02-21-08, 11:22 AM | I got a question, if charisma isn't about looks, why do the mangrlefolks get a -4 charisma becuase of there looks? Charisma can be about look. The subtlety here is Charisma is not only about look. In the case of mongrelfolk, their penalty in Charisma is especially due to their bad look, but also because they have few self-identity, being a mix of many different races... |
| Terjon of the Blue Rose02-22-08, 04:28 AM | First, this was very well written and though out. I want it understood that I appreciate both the effort and the material. You did an excellent job with what you gave us.:thumbsup: Further, you provided excellent examples to demonstrate your point. :teach: Second, it is fairly incomplete. You suggest that a high cha provides 1. Distinctive Personality. 2. Powerful Personality. 3. Use for Personality. Unfortunately personality is in no way the defining factor behind cha. Part of the reason you may well have such difficulty in playing low cha characters probably lies in this belief. A low Cha character may well blend in or have little to distinguish himself from the crowd but a low cha can also make for a repulsive character. Someone who, through appearance or attitude, looks or living, is directly offensive in their very nature. A half-orc who walked into town like he owned it, ordered around the people in the bar as though expecting them to obey, and started a fight when they did not, could very well be a low cha character. Lacking the presence to make intimidate checks and acting out the role of a fearsome beast is a good sign that your character, despite having a distinctive and even potentially powerful personality, is simply unlikeable. Similarly a person who interupts others conversations, is overly-critical (go ahead and say it), or a simple know-it-all (c'mon I settin 'em up here) may well be low charisma and be completely unaware of the fact that their personality is overtly offensive in its very nature. Let's take your half-orc as the example. He has a strong background and many strange beliefs. Given a low charisma he may well have tried to force his superstitions on those around him. I imagine if he would let noone ride in carts out of his misconception that he would not have found himself well liked on long trips despite the fact that he would have had a powerful, distinctive personality which he put to a purpose. Further he could well have burned any book he found, horrifying many around him, without possessing a Cha of so much as 3. A use for personality is more, I think, a matter of intellect. The abilty to influence is certainly a matter of charisma but the plan which relies on it is a matter of intelligence. Your Vitross certainly possessed the cha to take the villager's gold but the complexity of his plan indicated a sharp mind (intelligence) and strong understanding of people's motives (wisdom). As a result of having 3 high mental scores he created an ordered system for taking advantage of the manipulative ability and positioning himself to receive the maximum of benefit. To complicate matters further a high Cha person need not be distinctive. A jack-of-all trades bard who fits in as nicely in a common tavern as a high-nobles ball is a perfect example. He blends as a result of a desire not to stand out. He wants to be liked everywhere and so offends nowhere. He inately understands the social graces and mores prevelant regardless of where he is. He is neither forceful, nor unique, at least in the minds of those he meets on a daily basis (a wide range of people indeed). Lesson ended :teach: :P |