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| Trydan09-26-03, 12:40 PM | WARNING: Long post! One of the topics discussed in the thread Getting in character (http://boards1.wizards.com/showthread.php?t=80319) was about how to build a role-playing character. This is not just a matter of filling in a character sheet, and then writing a background for it. Rather, it is the whole idea of building a character for role-playing right from the start. I believe that this makes for a much more interesting and engaging character, which results in a more enjoyable game. In response to that thread, I have written out here how I go about designing a role-playing character. I have tried to make it as general as possible, but I have also provided a running example, to try to illustrate my points. The method focuses on five principle areas of character design: concept, mechanics, background, details and role-playing. In each, the individual steps are explained. In the text below, boldface text indicates the key points, with the description of what I mean in normal type. My example character is given in italics. In order to follow this method, you don't need a lot of equipment or books. I assume: 1 x Player's Handbook, 1 x pencil, 1 x eraser, 3 blank sheets of DIN-A4 paper (or similar - a computer, text editor and printer would also work well), 1 x blank character sheet, 1 x set of D&D dice, 1 x large felt-tip pen. Please note that this is just my way of doing things. Of course every player is different and there are different ways of doing things. (For example, read Galahad's Guide to Holistic Heroes (http://boards1.wizards.com/showthread.php?t=2535699).) What I have written here is not necessarily best (or even good!). It just works for me, and I hope that by sharing it, it might help others or at least give them ideas to improve their enjoyment of the game. CREATING A ROLE-PLAYING CHARACTER ### THE CONCEPT ### The first thing to do when designing a role-playing character, is to come up with a concept. This might sound straight-forward, but there is perhaps a bit more to it that you first realised. Start with a concept This whole article assumes that you have a "character concept". What I mean by this, is a single sentence that summarises the fundamental idea or image that sets your character apart from all the others. It is an idea, upon which the rest of the character will be based. It is simple and it is to the point. It might refer to the character's manner or their method of adventuring. It might incorporate their race, class or alignment. But what it should indicate is what their specialities are. What are they good at? What do they bring to the party? Once you have this idea, write it down at the top of your first sheet of paper. (Tip: put a date/label on each sheet as you start it... that will come in handy much later when you are sorting out your D&D folder!) Throughout this article, I'll include an example character to show what I mean at each step. For this example, I wanted a spell-caster with a fairly unique style and method. I was looking for something a little unusual, but not completely exotic. Possibly human, probably male. In the end, I settled on some sort of arcane-alchemist who dabbles a lot in elixirs, draughts and toxins. That in its own right would do as a "concept", but here is another way of putting it: "A magic-user who specialises in poisons, potions and acid-damage magic." Expand the concept into a brief summary The next thing to do, is to take that character summary and write a brief description of the character. It could be a paragraph or a handful of bullet points. What you are trying to do here is answer a fundamental question: "What is the character like?" This will serve as the basis of the character design, and may well serve as your role-playing notes for the game (most DMs would love to get this much detail from some of their players!). Keep it simple, don't try and be eloquent, just put down some basic facts and observations about your character, trying all the while to answer the question "What is he or she like?" In case you are lost at this point, here as some examples of things you could note down. The character's name, race, gender, profession, attitude and outlook are good places to start. Perhaps you could comment on how social he or she is. What about appearance, be it choice of clothes or physical traits. How does the character fight? Why does the character adventure? Note that these are just examples. Put in what you think serves your idea best. Leave out anything about which you are unclear. Don't forget to read your concept again and make sure that they are consistent. Then write down your brief summary on that same piece of paper. This becomes your "Character Summary Page". Here is a summary for my example character: "Dietrich Zaubertrank takes particular interest in all curious liquids, ointments and potions, be they beneficial or noxious. He wears morbid clothes and his drawn face almost always has a sneering expression. As much as he objects to the outdoors and physical energy, he has taken up the adventuring life in search of the wealth and exotic ingredients to support his expensive alchemical interests." ### THE MECHANICS ### You will notice that at this point we have a good idea of what the character is like, but we have not written down any numbers, statistics or details. This is important in designing a role-playing character. It is always easy to fit the numbers in later, but it can be difficult to try to fit the story to the numbers. And even if you do, it will often appear contrived and shallow. However, now armed with our concept and summary we are ready to start considering how we will implement the character with the D&D rules. Rank the abilities This step requires self-control. What you need to do now, is consider each basic ability (Strength, Dexterity, Constitution, Wisdom, Intelligence and Charisma) in the context of your character concept and summary, and assign either "high", "medium", or "low" to the ability. Note: do not try to put in any numbers at this stage - we shall be coming back to this later. You need to keep an open mind at this stage. If it helps, use terms like "good", "average" and "poor", instead. Write these down on your second sheet of paper (this will be your "Character Mechanics Page"). If you want, write down any ideas you may have as to why you made the choices you did. These may help you later. Be wary if you find that all your abilities are ranked "high"; that's easy to do. If this is the case, then rank your abilities from most important to least important, and then give the two best "high", the next two "medium" and the last two "low". A character that is all "high"s might be great, but will be flat and lifeless. Continuing my example, Dietrich is very bright and fairly aware. He doesn't like exercise much, so he'd not be too strong or dextrous. He doesn't have a particularly pleasant demeanour. He'd be a bit frail, but resistant to poisons, so average constitution. Thus: Str: low, Dex: low, Con: medium, Int: high, Wis: medium, Cha: low What feats are essential Now look at the list of feats in the PHB, and write down any that are highly relevant to the character, even if you don't have the pre-requisites for them (due to level or whatever). Split up the essential feats from those that are merely useful. Then write them on your "Character Mechanics Page", noting any pre-requisites. For Dietrich, I regarded Brew Potion, Craft Wondrous Item, Skill Focus (Alchemy) as essential. The latter was with a bit of foresight, however I may have come back to amend this list after I'd considered skills. I also regarded the following as possibly useful for the character: Combat Casting, Empower Spell, Extend Spell, Great Fortitude, Spell Focus, Spell Mastery, Spell Penetration and Toughness What skills are essential Now repeat the exercise, but for skills. Think laterally too considering opposites to what your character might do. Then write them all down on your "Character Mechanics Page", noting the required skill. Remember, keep referring to your character concept and summary, as you consider these, and remember to write down those that are crucial to the concept, and not all those "nice-to-haves"! I regarded Alchemy (Int) as absolutely essential for Dietrich. But I also consider Appraise (Int), Concentration (Con), Heal (Wis), Knowledge - arcana (Int), Knowledge - nature (Int), Profession - apothecarist (Wis) and Spellcraft (Int) as important. What spells are essential In the case of a spell-caster, you will probably have a reasonable idea as to what type of caster they will be (cleric, wizards, or whatever). However, now go through the complete spell list and write down anything that is relevant - even if it is in a slightly different class to what you had anticipated. Again, write down those spells that would perfectly fit the character concept, and don't just write down Fireball, because it seems powerful. Furthermore, write down spells of all levels. These are things that you can aim for in later levels, and they may influence your choice of intermediate skills/feats/whatever. Part of the concept of Dietrich Zaubertrank was acid-damage magic. Having searched the SRD electronically for "acid", "poison", "toxic" and "lethal", I found the following spells: Acid Fog (Sor/Wiz.6) Cloudkill (Sor/Wiz.5) Delay Poison (Brd/Clr/Drd/Pal.2/Rgr.1) Detect Poison (Clr/Drd/Sor/Wiz.0/Pal.1) Gaseous Form (Brd/Sor/Wiz.3) Glyph of Warding (Clr.3) Glyph of Greater Warding (Clr.6) Heal (Clr.6/Drd.7) Heroes' Feast (Clr.6) Iron Body (Sor/Wiz.8) Mass Heal (Clr.8,Drd.9) Melf's Acid Arrow (Sor/Wiz.2) Neutralise Poison (Brd/Clr/Pal.4,Drd/Rgr.3) Poison (Clr.4/Drd.3) Prismatic Sphere (Sor/Wiz.9) Prismatic Spray (Sor/Wiz.7) Prismatic Wall (Sor/Wiz.8) Protection from Elements (Clr/Drd/Sor/Wiz.3,Rgr.2) Purify Food and Drink (Clr/Drd.0) Resist Elements (Clr/Drd/Pal/Sor/Wiz.2,Rgr.1) Storm of Vengeance (Clr.9) Summon Swarm (Brd/Drd/Sor/Wiz.2) I then sort them out in preferential order, for each level. I also consider whether the availability of spells will affect my choice of character class (but I don't leave any "other class" spells off the list, lest I multi-class later or possibly engage in "spell research". Equipment Consider also equipment. Pick out one or two especially important items. For a fighter it could be a particular weapon, which is key to the character concept. For a rogue, it could be a spy-glass. Remember any special kits or tools. And don't forget any mundane items, which are still highly indicative of the character. Dietrich will have flasks of Acid, Alchemist's Fire and Antitoxin. He'd also have lots of Vials for any new potions he'd create. A notebook with quill and ink would be essential for all his recipes. He'd also carry several waterskins and a large block of soap - when working with poisons, one can never be too careful with washing ones hands. Candles and tindertwigs provide light for him to stay up late studying his spell-book. (And the candle wax is useful in sealing potion bottles anyway.) Character class By now, you will have a really good idea of what the character class and race will be. But take a moment to consider the class progression. Ask yourself questions such as: How high in level will our campaign take us? What level do I need to qualify for that special feat? What class do I need to be to cast this particular spell? Will this class suit the ability scores that I ranked earlier? etc. Make a few notes about this on your "Character Mechanics Page". You can use these later, when you are going up a level, to remind yourself of the aims that you had for the character and, if still relevant, you can act on these. It will also serve to help align you character background and history, so that a different class choice or some such thing will not be out-of-character, as it will have been anticipated and, hopefully, incorporated into the way you portrayed your character. Dietrich will be a Wizard, with no real cause for change. Although, in considering the spells, five levels of Druid would gain access to quite a number of poison-related spells (Delay Poison, Neutralise Poison, Poison, Purify Food and Drink). However, it was regarded that this class would not suit the character's demeanour, and so the idea was rejected. Assign your ability scores Now either roll the dice and assign your ability scores or choose and assign them if you are using some point-buy system. Bear in mind your requirements for feats, the associated ability for skills and, if relevant, the appropriate ability the Spell-DC for casters. Don't forget that an characters of different ages, races and levels will get (orlose) ability points, and you should allow for this. Of course, bear in mind the "high" "medium" and "low" rankings that you gave earlier, and if you are not matching that, ask yourself "why?" before opting one way or the other. Dietrich has abilities 15, 14, 13, 12, 10 and 8. Knowing all that I do now about his skills, feats and spells, I assigned these as follows: Str:8, Dex:12, Con:14, Int:15, Wis:13, Cha:10 Reiterate as necessary A D&D character is a complicated thing. Especially if you are a novice, you are not likely to get it right on the first pass. Thus, go back over your notes and the items listed above. Consider your character concept and summary again and review what you've done. Make changes as necessary. At this point I was reasonably happy with Dietrich, so I moved on ### THE BACKGROUND ### Writing up a character background can be a daunting task. But the trick is to take a step back and ask what such a description is trying to achieve. What do you want the other players or the DM to derive from reading this? Seriously. The answer usually isn't some deep knowledge of culture, geography or personal history. It is simply an intuitive feel for the character and his or her motivations, to allow the other players to interact with him or her in an appropriate way. There are two standard ways to do this. The first is the traditional character history, and the second is a description of the character's routine day. The characters history This is what most players usually attempt to write to describe their characters, and it is indeed a good idea. Jot down some notes onto a sheet of paper labelled "Character Background Page". These can be either in first or third person. Answer questions like "Where was the character born?", "Where did they grow up?", "How did they learn their class/trade/profession?", "How did they begin adventuring?". However, also try going a step further. Describe perhaps an embarrassing moment from the character's past. Or perhaps go into the details of his or her interpersonal relationships. Try to indicate both the high-points and low-points of the character's career to date. Don't forget, it is contrast that makes for interesting characters. And, what about annotating some dark secret or lifelong ambition? Note also, that it doesn't need to be that long, in order to convey sufficient details for the other players and the DM. Dietrich was born and raised in the great city of Themwun, the only child of Professor Zaubertrank - a lecturer at the Royal Themwun Academy and also, sadly, a widower. As a child, the boy would often spend time in his father's laboratories, helping with various recipes and preparations. He was formally trained in arcane magic, and eventually completed his studies with passable, if not brilliant grades, despite his bright nature and quick learning. You see, the problem was that he was just not interested in other areas of the arcane studies, and would only really pay attention to those pertaining to potions and concoctions. Now that he has come of age, his father has started sending Dietrich on long journeys in search of more exotic ingredients required for their work - as they'd now become quite a team. And all this travel was how Dietrich first fell in with... adventurers." A day in the life... An alternative way to give a good feel for what the character is like, is to describe his or her day in detail. This "character vignette", is a great way to convey the habits, mannerisms and other minor items in their life, which otherwise get forgotten in the excitement of game-session play. On the other hand, these tend to be longer than a history, as you need to go into enough detail to make it meaningful, and then it can take a while. And if, you are having trouble thinking of something, spend a day in your own "real-life" routine, and think about what your character would be doing at this point. So, write some notes from a day-in-the-life of your character onto the "Character Background Page" (either in first or third person). Dietrich started from a restful sleep, having been shaken by his companions. He blinked his eyes wearily, thinking to himself that they just don't appreciate that he must stay up late in order to memorise his spells for the next day. He grumbled to himself as he climbed out from under his warm camp blankets, yawning long and hard as his rubbed his eyes and ran his long fingers through his dishevelled hair... (text deleted for the sake of brevity) ... finally, he carefully washed his hands - twice; with lots of soap - before climbing onto his bed roll, and hauling out his spellbook from his pack. He carefully set the candle atop the supply box, and began to study. The half-moon sank low; it would be another late night. ### THE DETAILS ### At long last you can now go for that character sheet. Filling in the character sheet Fill out the sheet, referring to your Character Summary, Mechanics and Background pages constantly throughout the process. For some of the items, it is simply a matter of working out the numbers - base attack boni, saving throws, etc. all fall into this category. For others, such as spells, draw from your list and add others using imagination and pragmatism. Most of the numbers are just filled in for Dietrich Zaubertrank at this point. For the spell-list though, I have to decide what spells I want. Obviously, I draw on the list I've created above, but for the others, I go for some practical spells as well. Filling the "backpack" What goes into the characters rucksack, belt pouches, handbag, or horse-drawn wagon, can be just as important as what weapon they wield or what spells they have memorised. However, most players seem adept at role-playing their character as they fill in an equipment list. However, what usually then happens, is that this list stays static on the character sheet throughout the campaign. How many swordsmen have "whetstone" written on their character sheet? Lots. But how many during game time state every evening that they get out their whetstone and sharpen their sword? Hmm... I suspect far fewer. So, if you write down something, make a point of using it, when you play. Write a note in thick felt-tip pen to do something with a non-essential piece of equipment. For example, Dietrich uses candles every evening so he can stay up after dark and study his spells. I therefore partition off a section of the "equipment list" on the character sheet and write "Consumables" above it. In this section are "candles", "rations", "water", etc. For every day, I cross one set of consumables off the list. Thus, the other players quickly get the idea, that every time we call into town, Dietrich will need to call past the General Store to pick up some more candles. Sure they are a negligible cost, but they are excellent role-playing material. Create a portrait Optionally, you may want to create a picture of your character. Perhaps you are a talented artist, or you can find some suitable clip-art on the Internet. Or perhaps you could take an existing drawing and, using some computer image manipulation software (e.g. gimp), modify it to generate a unique look for your character (this is actually quite easy, once you know how). Regardless, if you are going to generate a picture of your character, you must show it to the other players and DM before they read about your character history/background/summary/etc. The reason for this is that the others will start to form a mental image quite quickly of what they think your character looks like. If you then later present something visual, you will actually cause a discontinuity in their perception of your new persona. However, if they see the character portrait first, then the detail that follows will complement this image, adding depth and richness to the two-dimensional image in the readers head. Sorry... this article has gone on long enough without writing a full tutorial/example on character portrait creation. If you happen to be interested, please visit How to create a character portrait (http://boards1.wizards.com/showthread.php?t=484022). ### THE ROLE-PLAYING ### (Note: for more about role-playing, see the article: Enhanced role-playing: The player's perspective (http://boards1.wizards.com/showthread.php?t=344715)) Traits and mannerisms Work out three mannerisms that are typical of your character. Note that these should be things that you can say or gesticulate at the gaming table. Then, using a felt-tip pen, write them in big letters at the top of your character sheet. Thus, every time I go to the sheets (which is quite often at the start of the game), I see this large reminder to throw in a mannerism. Sure, you will miss a lot of opportunities, but after a while, the other players get to know these quirks, and a simple gesture can quickly make them associate what you say, with the character that you are portraying. I decided on the following for Dietrich: Firstly, not to say anything, but merely to click his tongue - tsk tsk tsk - whenever he doesn't approve of anything. Secondly, whenever he makes a decision or definitive statement, he wipes each hand against the other, as if brushing dust off them. And the third is to exclaim "Sssuffer", with a long drawn-out "S", almost spitting venom, whenever he deals damage to an opponent. Get the name right The character's name is a very important part of role-playing. If your fellow players are calling you by that name, then you'll feel more at ease with your role. But in a large group, how do you go about teaching them? Firstly, make your name reasonably easy - or at least have a nick-name. Naming your character after a small Welsh village may look great on paper but some of your companions may not find "Dwygyfylchi" quite so memorable or even easy to say. Next, make a point of repeating your character's name. As the other players hear it over and over, they will start to remember it, so that they can use it without thought. They will start to associate you with that name. Finally, make a point of learning the names of your fellow gamers' characters. Help each other, and you'll quickly get to the point where it becomes second nature, and that makes getting into character so much easier. When playing Dietrich, I'd make a point of not just saying "My character attacks the orc", but rather, "Dietrich attacks the orc". Oh, and of course, when I roll a hit, I then spit out "Sssufffer!". Avoid distractions during play Nothing is more disruptive during a game than that long pause while someone looks up a ruling. Now of course this is inevitable to some degree - not everyone is an expert - but it can be minimised. Don't expect your DM to know your rules for you. They have enough work on their hands planning your adventures for you and working out the rules for the NPCs without needing to worry about all the possible combat or skill-check options that you might want to do. Make a point of learning the rules for the abilities, spells, weapons, etc. that your character uses. If it is complicated, summarise it on your character sheet or the "Character Mechanics Page". With the advent of the SRD, you could even cut-and-paste-and-print all the relevant rules into a little booklet or folder. Dietrich Zaubertrank intends to carry and throw flasks of acid. Therefore I make a point of looking up the rules on acid flasks and grenade-like weapons. I then write them down onto my "Character Mechanics Sheet" (including the page reference). Thus, when it comes up in combat, I can quickly summarise the ruling for the DM, and tell him or her that it can be found on page such-and-such in the book. ### CONCLUSION ### Phew... it has been a long article, and if you persevered to the end of it, then you have my respect and appreciation. However, D&D is a very complicated past-time in the sense that there are so many ways of doing things. I have written one such way here, but there are so many possibilities and options left unexplored. I wish I could write these things down (and write them down better), but there comes a time when one needs to say "enough". Enough! I hope you find this useful. Of course, I'd welcome any feedback you might have. Best wishes for your new characters... -- Trydan. |
| TheBlackBart09-26-03, 02:41 PM | I wont pretend I've read it completely, but I have to say: "Chapeau!" That will be of much help for new players! I think it should be pinned somewhere, or be of otherwise easy access, like on a personal web page, if you got one. Good work :D ! |
| Campeador09-26-03, 03:42 PM | Well, I read the entire thing. I must sy it was quite interesting, not to mention expremely useful. you have my respect and appreciation for taking time to write this wonderful and useful guide and I'll be sure to make use of it. I do most of these steps, and usually it does work, but it never offers a complete picture, which this does. So many thanks! :) |
| Poukis09-27-03, 09:27 AM | That was great... I think I'm starting to fall in love with you! :D Just kidding... Thanks for your time for writing this! Very nice job indeed! |
| Herr Doktor10-02-03, 01:26 PM | Trydan, I love this method! I'm definetly incorporating much of what you've detailed here into the aspect of character creation. I'm a freak when it comes to background though, so in the background section I'll slip in one of the good giant 100 Most Important Questions bits... Also, my little brother (age 13, about to have his appendix out, "ouch") actually enjoyed working on his character last night. This is amazing! He usually gets so bored with character creation, finding the task tedious. He actually enjoyed developing his character this way and I thank you for sharing! |
| Mr. VanderMeer10-03-03, 06:10 AM | It is a very good method. Personally I don't like making character creation such a precise project. It is a matter of personal taste I think. I think in character creation the intent is more important than the method. If you want to create a fleshed out, 'real' character it doesn't matter how you do it. The result is what's important. I do think your process can be very helpful to people who have trouble with the creation of indepth characters. So, all in all, well done. :D |
| Trydan10-05-03, 04:02 PM | Mr VanderMeer wrote: Personally I don't like making character creation such a precise project. I agree with you, and I will vary from the method described here depending on the character that is being created. What I wrote was just one way of doing it, and I know it will evolve. However, the idea was to give complete newcomers at least one way of generating a character. Hopefully, these players will be able to draw some ideas from what I wrote, even if they don't follow it to the letter. In that sense, I hope it is useful. (Although, so far, the resonse seems reasonably positive.) |
| Moonstar10-06-03, 12:26 AM | I like it. |
| HammerFist10-06-03, 02:10 AM | excellent work :bump: |
| tskeeve10-06-03, 06:19 PM | Wow, nice job. I just recently posted for help on my rogue for roleplaying, but I guess I don't have to look for help other than this guide. The process looks like it will work excellently, considering how simply you built a fleshed out character that can be roleplayed well. :D |
| Mordenkainen's Rubber Duck of DOOM10-06-03, 08:59 PM | for a second I thought this was a ROLE not ROLL playing topic, because of the title. Now I'm surprised and awed at what I found. *falls down on his knees* |
| catharz10-08-03, 01:25 AM | Wow, didn't WotC allready publish a 'Hero's Handbook'? I seem to remember that despite all of it's random tables of backgrounds, personality quirks, and suggestions for what the average member of a class acts like, it was a total flop. Maybe that has something to do with the fact that good roleplaying comes from within, not from silly outlines and fill-in-the-blanks. |
| bobothehobo810-25-03, 11:28 PM | simply put, :bow: my players can't seem to break out of the cookie cutters. i will show them this and i hope it will help. |
| The Sinner10-26-03, 01:11 PM | Very well done. I usualy start with class race, and gender. Then I use the d% in my brain to create what he is about. For example, the sinner is a character concept i thought up a while ago. I was informed of a new campaign brewing, and decided to play a ranger(which I had never done before), looking the the PHB, I wanted a more exotic race, so I went Zenythri, followed by male(I rarely play females in non hack-and-slash campaigns). After learning a little about the campaign world, I decided he was from the nobility; drawing upon the background of Zenythri I got from planewalker.com(or maybe it is .net?), his family is descended from a god that married a queen thousands of years earlier. Now, why would he be a ranger? There is a deep family secret(probably more appropriate for the mature forums), that once he found out, drove him slightly insane. Grabbing the family's heirloom sword, he slew the elders and left. Now hunted by the law, he was forced to take refuge in the darker parts of the city, and learn the ways of the streets. The god of justice came to him in a dream and told him that the only way to atone(both for unwittingly being part of the secret and for the murders) was to seek out and kill those who did evil. So now with favored enemy:humans, some swapped skills(to represent his urban ways), the bow progression(to snipe out baddies), EWP elven thinblade(the heirloom rapier), and iron will(to represent his resolve and determinmation); not only does he completely fit his unique(IMO) concept, but is well on the way to being a ghostwalkerm which also fits his concept. Well, that was an almost completely pointless post:angel: |
| HammerFist10-26-03, 05:38 PM | Originally posted by catharz Wow, didn't WotC allready publish a 'Hero's Handbook'? I seem to remember that despite all of it's random tables of backgrounds, personality quirks, and suggestions for what the average member of a class acts like, it was a total flop. Maybe that has something to do with the fact that good roleplaying comes from within, not from silly outlines and fill-in-the-blanks. The Hero Builder's Handbook was for newbies to the game. Experienced Role-Players don't need it. |
| TheMightyMcClaw10-28-03, 05:45 PM | Hehe.... your example reminds me of a character I had. An obese, power-hungry, and nigh-indestructable gnome called The Chemist.... wizard/oozemaster. I really liked that guy. |
| jhmcmullen11-06-03, 05:16 PM | A very nice article. I'll just mention a couple of variations on character creation, or alternative methods. None of these are better than what you have, just different. Different strokes for different folks. A lot of character creation and background is about asking, "Why?" Why is my elf like this and not like that; why does my ranger hate drow specifically; why did young Hanrahan Half-Hand decide to become a paladin in the first place; why did Scirocco leave the convent to become an adventurer? Different people use different prods to ask the question. Some people, for example, start with the ability scores. This is a useful technique if you have no concept at all. Assign the numbers in the order they were rolled, and use that as their basis for why--why a 17 Wisdom but a 6 Intelligence? By uncovering the reasons for these apparent contradictions, one can invent an interesting character. The key to this technique, I have learned, is to be rigorous: No moving of values at all. You must play fair with the numbers. Six rolls, six numbers in a predefined order, even if the results are awful. Everything flows out of that. An elaboration of something you've said--there's a certain amount of background material that is irrelevant to me, both as GM and as a player. It really has no effect on me whether the character had his first girlfriend at nine or twelve or some other age--unless that has an effect in the current day. Some people cannot generate an entire character history, or even what a character does in the course of a day. So instead, I have sometimes listed triggers--things that will get the character to act. These are things the DM can use to provoke my character into doing things in the game. Something like: Greedy spendthrift -- always broke, always hungry for more money. Out to impress women -- will never turn down chance to do a favour for a woman, no matter how much trouble it is Believes he is fundamentally unworthy, so every time something good happens to him, he finds something dangerous to do. Will always help a member of his extended family. Other details, like second cousin's name or favourite colour, can come later, and be developed in the game. |
| Kolo11-06-03, 07:59 PM | Nice method. It definetly differs from mine. My usual method is to make a plan for the most maxxed out kick-asser I can, complete with a hefty dose of powergaming and munchkinism. then the minute I actually create the character it all runs straight out of my head and I end up with (usually) something completely different. when the first session is over, I write everything I did down and write down all the reasons he did what he did. Another method for roleplaying that works really well is; NEVER play with a new character that's above 3rd level unless you know EXACTLY what you're doing. Tip of the hat to you, Trydan. Excellent work.:tiphat: |
| Kreger11-07-03, 01:38 PM | A good method, and extremely useful as a checklist. :ayyyy!: Its easy to see if you haven't assigned your feats yet, but how many players make a character with holes in the backstory that they just didn't think of. This method helps expose and then plug-up those holes. I try to add accents to my chars (a personal taste). but this allows you to get the big stuff (story-wise) out of the way and really focus on the details like accents and mannerisms. Especially mannerisms. I would have never considered it a step in the character creation process, but now its manditory. |
| Kalanth11-07-03, 02:36 PM | After playing for so many years, I don't even think about the concept or anything. I pick a class that would be fun to play, then tack on a race. After picking a god, I roll some stats, change class if need be, then I start to think up the concept and create a history. I don't get a personality for the character until the game actually starts. Bang, another good character. Ever now and then I end up with a character that just makes me board, but other wise, I have almost no problems. |
| Orion Polaris12-04-03, 06:54 PM | Very nice, I'll try to get my players to use this method! |
| MoogleEmpMog12-06-03, 03:13 AM | Very well done. Personally, I find my best character concepts come from looking through interestingly effective combos of classes/races/etc. from a min/max perspective. Luis, my entirely non-oriental Shou Disciple/Drunken Master played as a rowdy, roistering musketeer with a rapier quicker than the eye coulc see, leaps to mind as my personal fave created in this way. He had classes that seemed incongruous with a character who didn't see a katana or an unarmed strike until he was well into his adventures around the world, but he worked great as a light fighter, had a compelling story, and, most importantly, was hugely fun to play. |
| Reprisal12-06-03, 04:52 AM | Has this been archived in the Repository yet? Though it's in the D20 jurisdiction, it seems this needs to be archived where the masses can get to it. It's that good. Even if one doesn't totally subscribe to what's been advocated, there are still significant pieces of nigh-universal advice that should not be ignored willingly. Excellent post, :cool: - Rep. |
| Phookz12-17-03, 05:52 PM | This is a great post. |
| Galahad_Knight12-18-03, 08:28 AM | I just popped in to see if there were any new comments on my story thread (working on a new chapter by the way, expect it this weekend. Hopefully seeing Return of the King Thursday will give me some inspiration) and saw this thread had so many views nd thought I should take a look. Your method is very well thought out and very well-detailed. I applaud your efforts and I'm sure you come up with some very cool characters. Though I think perhaps this article is a bit narrow in scope. You say that it's much harder to work a background around numbers than the other way around...yet I find that statement to not always be true. In fact, I've found it easier, at times, to do things the other way around. For a start, you can't always control the numbers. Random stat generation is still the default method of character generation and, toi my experience, the most common. You can plan on a character with high scores in whatever stats...but sometimes the dice just don't favor you. This was especially true back in the olden days where you rolled your stats 'organically' (3d6, no rerolls, scores rolled in order) so you had absolutely no idea what you're going to get. And back then, classes, even *races* had minimum acceptable scores that needed to be met. So even if you wanted to play a cleric with low-wis, you couldn't. Now a days, of course, you have more control. You can assign your scores as you wish. But you could end up with nothing but good scores, or nothing but average or poor scores (I once rolled a character with two 18s...her lowest score in anything else was only 16...) So often times you need to write a background that explains why your knif ethrower only has a 14 dex, or why your cowardly wizard is nearly as strong and tough as he is intelligent and nimble. Besides that though, you also have to note that "Concept" can also include mechanics. If you check out my "I'm Bored" thread you see lots of detailed character backgronds with fully realized character concepts. But at least half of them didn't start with anything resembling a background idea. Ragnar started off because I thought weapon and shield TWFing was a cool concept to build a character around. Thade came about because I always wanted to see the kind of damage a Large-sized creature could do on an appropriately sized mount. Usk was simply a human shield for Grix. But they all took on true life when I began putting in backstory and personality to explain just why they are the way they are. Somewhere I have a character with a great story of being raised in a lumberjack community as explanation for why he's a two-weapon axe-thrower. Other characters like Thera, Grix and others started as character concept and story and then evolved into stats. Gliff started in both areas at once, as seperate characters entirely. At one point I wanted to make a small-sized mounted fighter to exploit the usefulness of a mount which only occupies one square. On the other hand I also had an idea for a tormented paladin with a scarred past. The mounted combattant was priginally to be a goblin, actually. And the tormented paladin was going to be Elven or half-elven. But eventually the two concepts merged to become one So, while I agree that mechanics should *always* match with background, I don't nessecarily believe that one must come before the other. This is why min/maxing and role-playing are not mutually exclusive. While you must never take feats or abilities that don't match your character's personality and background, that doesn't mean you can't tailor your character's personality and background to match his selected abilities. Sometimes, coming up with a good background to match certain mechanical decisions can be a very fun challenge in and of itself. I know myself that character generation is ofteh the most fun part of the game. No matter what angle I come at it from. Anyhow...as I said, your system is very detailed and thought-out. But I do think it tends t be a bit one-sided. There's nothing wrong with starting with a mechanical concept and blending it with a story concept, or creating one to suit the other. The key is to focus on optimizing *both* aspects of the character. A character with a great story-concept could end up being no fun at all once the dice come up. Likewise, when the dice are put away, the mechanical-concept character could be pretty dull too. But if you're creative enough to focus on both aspects of good character designed, you can milk your charafter for all he's worth. Creativity doesn't just involve story. Mechanics are just as creative. But a good player knows how to focus on both to make the character as entertaining as possible. Anyhow, just thought I'd pop in to offer my priaise, encouragement and opinion. You've got a good system, and it's very well-done. Keep up the good work, but also keep an open mind. One method doesn;t always work, and sometimes you have to abandon all methods and just write what you need to write. But I've taken up enugh space on your thread as it. Time for this old codger to slink back off into the shadows for a while. Have fun. |
| Israfel66612-27-03, 07:43 AM | Just giving a :bump:, 'cause this stuff should be sticky. |
| Jaxian Redleaf01-12-04, 02:57 AM | Just giving a :bump:, 'cause this stuff should be sticky. I agree...:bump: |
| Trydan01-28-04, 08:08 AM | Thank you all who offered kind words of encouragement and thanks. Thank you also to those who provided some additional ideas. I'd like to respond to one of the more detailed posts that was made: Originally posted by Galahad_Knight You say that it's much harder to work a background around numbers than the other way around...yet I find that statement to not always be true. In fact, I've found it easier, at times, to do things the other way around. You are right, of course. I guess that to a large degree, I have generalised the character creation process, and of course what I wrote is only one approach. For a start, you can't always control the numbers. Agreed. However, I guess what I'm getting at is that by starting with a concept, you can be more rational/reasonable about deciding what is playable and what is not. I'm also seeing it from a more story-involved game, and the idea was to "create a role-playing character". I certainly know several DMs who dispair when the party has three typical adventurers with interesting personalities and possibilities, and then one dual-exotic-weapon-wielding half-extra-planar-being with supernatural abilities, and umpteen prestige classes, half of which you've never heard of before. So, while I agree that mechanics should *always* match with background, I don't nessecarily believe that one must come before the other. As you suggest, indeed the numbers could be part of the concept. However, I think it is important for new players (not experts such as yourself) to try and work the concept in early before too many "numbers" are worked in. For a novice, thinking of a concept is tricky. Given a set of stats, it is more difficult. Having arranged those stats, it becomes quite challenging... but having assigned feats, weapons, skills, spells, race, class progression, etc. and only an expert would be able to come up with something that is convincing, and not contrived. And I conceed that a set of inappropriate rolls would require one to go back an rethink the concept, if it were not to match particularly well. Sometimes, coming up with a good background to match certain mechanical decisions can be a very fun challenge in and of itself. I know myself that character generation is often the most fun part of the game. No matter what angle I come at it from. Hehe... yes indeed. The number of designed-but-as-yet-unplayed characters that I have testifies to a similar enjoyment of creating characters for their own sake. (And, likewise, I'm sure that I spend more time in the "character generation" screens of computer RPGs than I do actually playing the games.) Creativity doesn't just involve story. Mechanics are just as creative. But a good player knows how to focus on both to make the character as entertaining as possible. Hmm... well said. Thanks for the feedback Galahad_Knight. It has certainly helped get a more balanced view. Any chance of you writing an article about it? ;) |
| Galahad_Knight01-28-04, 09:04 AM | Wow, thanks for replying to my post, I'm glad you appreciated wha tI had to say. As to the possibility of writing an article on the subject...Well, you've got me nterested now I might just have to do that. :D |
| Vintrastorm01-30-04, 08:14 AM | Just subscribing to the thread. |
| kistrup01-30-04, 03:38 PM | First, very well written and an easy read language. I generally follow a concept like the one you just described, but not so structured. Perhaps because I rarely play all these characters I make ;( You did mention the build-inn contrasts of a character, and I build my characters up around such contrast and conflicts. They often follow the character all the way. They can be of cultural, racial or religious type or of gender. But they are not to be to much inside the group, more to the outside world. Inside the group I think it's important that the characters have somthing stron in common that keep them together. Same vilage, race, class or religion. By the way religion is one of the first things attach to my character concept, giving it value to live by. I also split up the concept in past and future or in mechanic way: push and pull effects. These are the circumstances/persons that have pushed ( and perhaps still pushes) the character to where he/she is now, and the goals that the character is seeking out. About the goals, I sometimes splitt those up too. The characters and mine on behalf of my character. Most often they comply but at times I have to reconsider my original goals to the situaton here and now. My adwise is not to press a character into something that don't fitt your original plans. The risc is that your character becomes boring or a stranger. On the other side if it fitts your build-inn conflicts, it could make your character grow in depth. I find it very sattisfying if your Game Master will listen to your work and your wishes for allies/items etc. He/she will perhaps incorporate it and perhaps not. The important thing is that you are more motivated by sharing your whole concept with the only one who can help you living it out. Just some personal add-ons to a splendid guide. ;P |
| Illithidbix02-01-04, 12:17 AM | Very cool post. A little more rigorous than I use, but very comprehensive method for anyone trying to develop a detailed character, esp those new to role-playing. My only criticism would be perhaps to expand more on character motivations as well as mannerisms, esp perhaps ask why the character associates with the rest of the party. Religious and ethical beliefs could also perhaps be empised more, if appropriate to the character. And I noticed you only mentioned alignment once in passing… well done! :devil: |
| Galahad_Knight02-05-04, 01:08 AM | Well, my article has been posted HERE (http://boards1.wizards.com/showthread.php?s=&threadid=176982). Hope you guys like it half as much as Trydan's essay. |
| Dougan Axehammer02-05-04, 11:48 PM | Excellent topic Trydan, and as said, certainly a piece for either the Repository or as a sticky. I would definitely encourage new players, even old vets to gander at this thread. It provides a wealth of informative tidbits that would make any character worth playing. This is something I should have posted sooner. |
| Willie02-08-04, 01:41 PM | I really like the way that you have helped new players like myself to get started playing these roleplaying games especially dnd and anything else |
| Yoser02-09-04, 02:27 AM | Trydan, this is excellent work! I just copy-and-pasted it to Word, and now I'm going to spend some time creating characters for kicks!:D |
| wtfpwned02-12-04, 04:25 AM | Good postin, I like what you are tryin to accomplish, and you portray it quite well. I have but one objection. You seem to be implying that characters that are powerbuilt cannot roleplay properly, although this may be the case some or all of the time for you, there are people out there who can min/max a char to the hilts and still roleplay it excellantly. Your insight on in game behavior is good, if defiantly helps everyone get in character if everyone knows everyone and special detial is applied to even mundane items. Defiantly helps the experience. |
| Galahad_Knight02-12-04, 07:20 AM | You should check out my article (http://boards1.wizards.com/showthread.php?s=&threadid=176982), it takes a more balanced perspective, focusing on blending story and mechanics to fullest effect. (hee hee, sorry for poachng, Trydan, but I need some more readers if I'm to catch up ;) ) |
| Trydan02-12-04, 08:10 AM | Originally posted by kistrup I generally follow a concept like the one you just described, but not so structured.The reason why it ended up being so structured was that I wanted to make it suitable for complete novices. That is, those who have absolutely no idea where to start or how to even think about their character. As a result, the post became very prescriptive. It doesn't need to be, and I generally deviate substatially, depending on the character I'm making. However, for someone who has never done this before, and doesn't necessarily have an experienced player to hand, who can talk them through it, this should help.Originally posted by wtfpwned You seem to be implying that characters that are powerbuilt cannot roleplay properly, although this may be the case some or all of the time for you, there are people out there who can min/max a char to the hilts and still roleplay it excellantly.I guess what I am saying is that powerbuilt characters need to be "power-roleplayed" as well. Otherwise, the character will be dominated by the numbers and becomes nothing more than a loaded dice - good results, but not really contributing to the atmosphere. Such characters corrode the "suspension of belief", which is fundamental to a roleplaying game. In my original post, I set out to answer the question "how do I create a roleplaying character", not "how to I ignore min/maxing". If you can cite specific lines, I'd be happy to edit them to remove any suggestion of such.Originally posted by Galahad_Knight You should check out my article, ... sorry for poachng, Trydan, but I need some more readers if I'm to catch up :D No problem! I'd encourage readers to take in all perspectives. Of course I can't get it right for everyone, so other views are important. That's why I put a link to your article (http://boards1.wizards.com/showthread.php?s=&threadid=176982) in the introduction of mine (so I can hardly accuse you of poaching, eh?), |
| Galahad_Knight02-12-04, 08:45 AM | You're too kind :D Interesting point on power-built characters. After spending all that time and energy fine-tuing your mechanics, it is awfully tempting to continue focusing on them durring play. Generally the more focused someone is on mechanics durring creation the harder it is to focus on other aspects in play. WHich generally means it takes a more experienced player to be able to hande a powerful character without degenerating into a dice rolling competiton. The games table becomes a craps table. On that I completely agree. However, don't forget that poor play comes from too much focus on *any* aspect of your character, not just from mechanics. If you focus intensely on character aspects or backgroud durring creation and in play your character might be just as bad off as someone who focuses on mechanics. Sure, you won't be rolling dice all night, but the other players might get just as bored by your lengthy conversations about your daek past and your homelend with random NPCs, and your ineffectiveness in combat situations. Suddenly rather than a craps table the game suddenly becomes a very dull improv theater Which is why I try to stress focusing on all areas equally, durring creation and in play. Both for your enjoyemnt, and for the enjoyment of others. Focusing on one area cheats you out of fun youc ould be having in other situations, and it cheats your friends out of a companion that can be use in combat or out. It's a tricky line to walk, but I think most players walk it without even knowing. |
| Galahad_Knight02-23-04, 07:25 AM | This has been a public service :bump: We now return you to your regular programming. |
| Amator03-17-04, 06:35 PM | Nasty little bugger, I'll teach ye to go to page 3! :bump: |
| pawnman03-18-04, 12:11 AM | Sheer brilliance! Bravo! :bow: :tiphat: |
| Dougan Axehammer03-25-04, 10:57 AM | Only one question really: With a new full-time job and a family I have found myself to be a busy fellow these days. So lately, I find that the only sufficient opportunity to make characters is during the campaign sessions (which I will need to reduce myself to four hours.) How long does it take for you to make a character using your respective creation techniques? |
| Galahad_Knight03-26-04, 08:46 AM | Well, assuming I have energy and inspiration, I can usually have a character fully fleshed and statted in the course of an evening. For me once I have a good seed I can steam ahead and watch the ideas crystalize around it in little time. The background and description and actual writing process are the quickest for me. I can have the story elements done after an hour or two, usually. The mechanics sometimes require more time, especially if I'm going with something fairly exotic, or referencing multiple books. I like to try and put it all together at once, that way I can modify mechanical or story aspects on the fly and create a mroe seamless whole without any real post-production editing. But if you don't mind re-reading your work once or twice to make sure everything fits the way you like you could easily part the project out over a week, taking whatever free time you have at the moment. to get some work done |
| Trydan03-28-04, 08:51 AM | Originally posted by Dougan Axehammer How long does it take for you to make a character using your respective creation techniques? For me, it is similar to Galahad_Knight... about one evening. There are lots of factors involved, and I can generally knock out a first level character in about an hour or two. The concept gives me some ideas about where I want to take the character at higher levels, but I don't have to go into all the details of the mechanics. On the other hand, I tend to dig out an illustration of the character, write lots of additional notes, and spend some time trying to come up with some min-maxing strategies. As a result, I usually put an entire evening into a new character - some 3-5 hours. However, that is just the actual "making of the character". The other question is that of the "inspiration". And to answer that, there is no hard-and-fast answer. Typically, I don't start making a character with a "blank mind". I've usually got the germ of an idea from somewhere - perhaps an NPC that we've met in a previous campaign, perhaps a character from a novel I've read, perhaps a good piece of fantasy artwork, or perhaps an idea based on an actual game mechanic. I generally don't act on these ideas immediately, but I keep a note of my ideas somewhere, and when a new campaign or adventure is starting, I think... "Hmm... will I give my Cave Mage idea a try, or perhaps the Barbarian sorcerer or even the Elf, who sacrificed his loved-one for the sake of elvish society?" Then, it's about an evening's worth of work to write out the details. But, yes... I can spend the next week or so, tweaking it to make it just perfect. |
| Dougan Axehammer03-28-04, 11:47 PM | Thank you, Galahad and Trydan. You are truly friends to these boards. And your techniques, in particular Trydan's, are of sufficient encouragement simply to carry on the tradition for a least a little while longer. (No offense to you of course, Galahad.) May both your kegs be ever full and your stomachs always empty (so you can drink more :D ) |
| Dougan Axehammer03-31-04, 10:43 PM | :bump: |
| matbot04-19-04, 08:39 PM | :bump: |
| Green04-21-04, 12:05 AM | Designing my own game (http://home.comcast.net/~afrodyte/kathanaksaya) has helped me with character creation a great deal. The various processes of designing a character really helps me think in different directions. I generally feel like I have a complete character once I have most or all the most important elements figured out. |
| Aluroon04-23-04, 05:19 PM | Let my start by saying simpliy amazing. This is an artical that everyone, expereanced roleplayer or beginner should alteast look at. I found your entire artical to be incredobly insterational, as it opened my eyes to brand new avanus for roleplaying (P.S I also loved Dietrich and plan on playing a character centered on a simmaler concept very soon). The artical itself I printed out and recently gave to my dm. In the two sessions sense I have seen a profound change in the npcs we incounter. This should defenitly be an artical that should never drop off the first page. Thanks for posting it! P.S I dont mean to sound weird but this artical is a great tool and I want him to know it! |
| GoldenEye04-25-04, 08:15 AM | Thanks a lot I used this method to come up with some very interesting characters :D |
| eudas05-07-04, 12:45 PM | Just commenting to say that I like this method of char gen and will be using it in the future. eudas |
| Deladrion Garthin05-09-04, 10:32 PM | I'll definitely start using this to make sure I flesh out a character as I make him. My group has been playing SOOOO long with half-assed character concepts and spur of the moment "wingin' it" campaigns, and one of the guys is a complete powergamer so that has just ruined the role-playing experience for so long. I'm going to distribute this to my players before I DM anything now. I think if they use this as a guide we could have some very interesting characters as a result. Well done. |
| mtgoracle05-15-04, 02:44 PM | This is one of the first posts I read when I first signed up to these forums and its probably helped me the most with my character, who I was struggling with. Awesome work :D |
| Saeryk05-25-04, 05:15 PM | Love this post, since it focuses on two of the more important aspects, in my opinion, of a roleplaying game: that of the story and the role in which you will be attempting to play. Love how this shows the neophyte, or remind the older players, how to develop the story from a single sentence or string of sentences into a complex and living being. Will have more to say, but time is short and I have to do a few things... Once again, thank you for this topic, since it helps us gamers to organize and design our characters. Thanks and have a good time, Saeryk, the Lord of Insanity and Wisdom. |
| Bazcasta06-08-04, 05:19 PM | I came onto this board to find some help with my roleplaying... I saw this thread right away and read most, if not all of it. I made a character while reading it. Two days later I have a nearly complete character with 2-3 pages of backround, story, and just descriptions, plus a family tree. The reason I am posting is because this thread helped me alot, and I want it to help others. So to make a long story short: Bump |
| GoodTeletubby06-27-04, 01:39 PM | :bump: can't let this fade away, it's too good to lose |
| Forsaken_Rocker07-06-04, 03:46 PM | Originally posted by Trydan WARNING: Long post! One of the topics discussed in the thread Getting in character (http://boards1.wizards.com/showthread.php?s=&threadid=80319) was about how to build a role-playing character. This is not just a matter of filling in a character sheet, and then writing a background for it. Rather, it is the whole idea of building a character for role-playing right from the start. I believe that this makes for a much more interesting and engaging character, which results in a more enjoyable game. In response to that thread, I have written out here how I go about designing a role-playing character. I have tried to make it as general as possible, but I have also provided a running example, to try to illustrate my points. The method focuses on five principle areas of character design: concept, mechanics, background, details and role-playing. In each, the individual steps are explained. In the text below, boldface text indicates the key points, with the description of what I mean in normal type. My example character is given in italics. In order to follow this method, you don't need a lot of equipment or books. I assume: 1 x Player's Handbook, 1 x pencil, 1 x eraser, 3 blank sheets of DIN-A4 paper (or similar - a computer, text editor and printer would also work well), 1 x blank character sheet, 1 x set of D&D dice, 1 x large felt-tip pen. Please note that this is just my way of doing things. Of course every player is different and there are different ways of doing things. (For example, read Galahad's Guide to Holistic Heroes (http://boards1.wizards.com/showthread.php?s=&postid=2535699).) What I have written here is not necessarily best (or even good!). It just works for me, and I hope that by sharing it, it might help others or at least give them ideas to improve their enjoyment of the game. CREATING A ROLE-PLAYING CHARACTER ### THE CONCEPT ### The first thing to do when designing a role-playing character, is to come up with a concept. This might sound straight-forward, but there is perhaps a bit more to it that you first realised. Start with a concept This whole article assumes that you have a "character concept". What I mean by this, is a single sentence that summarises the fundamental idea or image that sets your character apart from all the others. It is an idea, upon which the rest of the character will be based. It is simple and it is to the point. It might refer to the character's manner or their method of adventuring. It might incorporate their race, class or alignment. But what it should indicate is what their specialities are. What are they good at? What do they bring to the party? Once you have this idea, write it down at the top of your first sheet of paper. (Tip: put a date/label on each sheet as you start it... that will come in handy much later when you are sorting out your D&D folder!) Throughout this article, I'll include an example character to show what I mean at each step. For this example, I wanted a spell-caster with a fairly unique style and method. I was looking for something a little unusual, but not completely exotic. Possibly human, probably male. In the end, I settled on some sort of arcane-alchemist who dabbles a lot in elixirs, draughts and toxins. That in its own right would do as a "concept", but here is another way of putting it: "A magic-user who specialises in poisons, potions and acid-damage magic." Expand the concept into a brief summary The next thing to do, is to take that character summary and write a brief description of the character. It could be a paragraph or a handful of bullet points. What you are trying to do here is answer a fundamental question: "What is the character like?" This will serve as the basis of the character design, and may well serve as your role-playing notes for the game (most DMs would love to get this much detail from some of their players!). Keep it simple, don't try and be eloquent, just put down some basic facts and observations about your character, trying all the while to answer the question "What is he or she like?" In case you are lost at this point, here as some examples of things you could note down. The character's name, race, gender, profession, attitude and outlook are good places to start. Perhaps you could comment on how social he or she is. What about appearance, be it choice of clothes or physical traits. How does the character fight? Why does the character adventure? Note that these are just examples. Put in what you think serves your idea best. Leave out anything about which you are unclear. Don't forget to read your concept again and make sure that they are consistent. Then write down your brief summary on that same piece of paper. This becomes your "Character Summary Page". Here is a summary for my example character: "Dietrich Zaubertrank takes particular interest in all curious liquids, ointments and potions, be they beneficial or noxious. He wears morbid clothes and his drawn face almost always has a sneering expression. As much as he objects to the outdoors and physical energy, he has taken up the adventuring life in search of the wealth and exotic ingredients to support his expensive alchemical interests." ### THE MECHANICS ### You will notice that at this point we have a good idea of what the character is like, but we have not written down any numbers, statistics or details. This is important in designing a role-playing character. It is always easy to fit the numbers in later, but it can be difficult to try to fit the story to the numbers. And even if you do, it will often appear contrived and shallow. However, now armed with our concept and summary we are ready to start considering how we will implement the character with the D&D rules. Rank the abilities This step requires self-control. What you need to do now, is consider each basic ability (Strength, Dexterity, Constitution, Wisdom, Intelligence and Charisma) in the context of your character concept and summary, and assign either "high", "medium", or "low" to the ability. Note: do not try to put in any numbers at this stage - we shall be coming back to this later. You need to keep an open mind at this stage. If it helps, use terms like "good", "average" and "poor", instead. Write these down on your second sheet of paper (this will be your "Character Mechanics Page"). If you want, write down any ideas you may have as to why you made the choices you did. These may help you later. Be wary if you find that all your abilities are ranked "high"; that's easy to do. If this is the case, then rank your abilities from most important to least important, and then give the two best "high", the next two "medium" and the last two "low". A character that is all "high"s might be great, but will be flat and lifeless. Continuing my example, Dietrich is very bright and fairly aware. He doesn't like exercise much, so he'd not be too strong or dextrous. He doesn't have a particularly pleasant demeanour. He'd be a bit frail, but resistant to poisons, so average constitution. Thus: Str: low, Dex: low, Con: medium, Int: high, Wis: medium, Cha: low What feats are essential Now look at the list of feats in the PHB, and write down any that are highly relevant to the character, even if you don't have the pre-requisites for them (due to level or whatever). Split up the essential feats from those that are merely useful. Then write them on your "Character Mechanics Page", noting any pre-requisites. For Dietrich, I regarded Brew Potion, Craft Wondrous Item, Skill Focus (Alchemy) as essential. The latter was with a bit of foresight, however I may have come back to amend this list after I'd considered skills. I also regarded the following as possibly useful for the character: Combat Casting, Empower Spell, Extend Spell, Great Fortitude, Spell Focus, Spell Mastery, Spell Penetration and Toughness What skills are essential Now repeat the exercise, but for skills. Think laterally too considering opposites to what your character might do. Then write them all down on your "Character Mechanics Page", noting the required skill. Remember, keep referring to your character concept and summary, as you consider these, and remember to write down those that are crucial to the concept, and not all those "nice-to-haves"! I regarded Alchemy (Int) as absolutely essential for Dietrich. But I also consider Appraise (Int), Concentration (Con), Heal (Wis), Knowledge - arcana (Int), Knowledge - nature (Int), Profession - apothecarist (Wis) and Spellcraft (Int) as important. What spells are essential In the case of a spell-caster, you will probably have a reasonable idea as to what type of caster they will be (cleric, wizards, or whatever). However, now go through the complete spell list and write down anything that is relevant - even if it is in a slightly different class to what you had anticipated. Again, write down those spells that would perfectly fit the character concept, and don't just write down Fireball, because it seems powerful. Furthermore, write down spells of all levels. These are things that you can aim for in later levels, and they may influence your choice of intermediate skills/feats/whatever. Part of the concept of Dietrich Zaubertrank was acid-damage magic. Having searched the SRD electronically for "acid", "poison", "toxic" and "lethal", I found the following spells: Acid Fog (Sor/Wiz.6) Cloudkill (Sor/Wiz.5) Delay Poison (Brd/Clr/Drd/Pal.2/Rgr.1) Detect Poison (Clr/Drd/Sor/Wiz.0/Pal.1) Gaseous Form (Brd/Sor/Wiz.3) Glyph of Warding (Clr.3) Glyph of Greater Warding (Clr.6) Heal (Clr.6/Drd.7) Heroes' Feast (Clr.6) Iron Body (Sor/Wiz.8) Mass Heal (Clr.8,Drd.9) Melf's Acid Arrow (Sor/Wiz.2) Neutralise Poison (Brd/Clr/Pal.4,Drd/Rgr.3) Poison (Clr.4/Drd.3) Prismatic Sphere (Sor/Wiz.9) Prismatic Spray (Sor/Wiz.7) Prismatic Wall (Sor/Wiz.8) Protection from Elements (Clr/Drd/Sor/Wiz.3,Rgr.2) Purify Food and Drink (Clr/Drd.0) Resist Elements (Clr/Drd/Pal/Sor/Wiz.2,Rgr.1) Storm of Vengeance (Clr.9) Summon Swarm (Brd/Drd/Sor/Wiz.2) I then sort them out in preferential order, for each level. I also consider whether the availability of spells will affect my choice of character class (but I don't leave any "other class" spells off the list, lest I multi-class later or possibly engage in "spell research". Equipment Consider also equipment. Pick out one or two especially important items. For a fighter it could be a particular weapon, which is key to the character concept. For a rogue, it could be a spy-glass. Remember any special kits or tools. And don't forget any mundane items, which are still highly indicative of the character. Dietrich will have flasks of Acid, Alchemist's Fire and Antitoxin. He'd also have lots of Vials for any new potions he'd create. A notebook with quill and ink would be essential for all his <A TITLE="Click for more information about recipe" STYLE="text-decoration: none; border-bottom: medium solid green;" HREF="http://search.targetwords.com/u.search?x=5977|1||||recipe|AA1VDw">recipe</A>s. He'd also carry several waterskins and a large block of soap - when working with poisons, one can never be too careful with washing ones hands. Candles and tindertwigs provide light for him to stay up late studying his spell-book. (And the candle wax is useful in sealing potion bottles anyway.) Character class By now, you will have a really good idea of what the character class and race will be. But take a moment to consider the class progression. Ask yourself questions such as: How high in level will our campaign take us? What level do I need to qualify for that special feat? What class do I need to be to cast this particular spell? Will this class suit the ability scores that I ranked earlier? etc. Make a few notes about this on your "Character Mechanics Page". You can use these later, when you are going up a level, to remind yourself of the aims that you had for the character and, if still relevant, you can act on these. It will also serve to help align you character background and history, so that a different class choice or some such thing will not be out-of-character, as it will have been anticipated and, hopefully, incorporated into the way you portrayed your character. Dietrich will be a Wizard, with no real cause for change. Although, in considering the spells, five levels of Druid would gain access to quite a number of poison-related spells (Delay Poison, Neutralise Poison, Poison, Purify Food and Drink). However, it was regarded that this class would not suit the character's demeanour, and so the idea was rejected. Assign your ability scores Now either roll the dice and assign your ability scores or choose and assign them if you are using some point-buy system. Bear in mind your requirements for feats, the associated ability for skills and, if relevant, the appropriate ability the Spell-DC for casters. Don't forget that an characters of different ages, races and levels will get (orlose) ability points, and you should allow for this. Of course, bear in mind the "high" "medium" and "low" rankings that you gave earlier, and if you are not matching that, ask yourself "why?" before opting one way or the other. Dietrich has abilities 15, 14, 13, 12, 10 and 8. Knowing all that I do now about his skills, feats and spells, I assigned these as follows: Str:8, Dex:12, Con:14, Int:15, Wis:13, Cha:10 Reiterate as necessary A D&D character is a complicated thing. Especially if you are a novice, you are not likely to get it right on the first pass. Thus, go back over your notes and the items listed above. Consider your character concept and summary again and review what you've done. Make changes as necessary. At this point I was reasonably happy with Dietrich, so I moved on ### THE BACKGROUND ### Writing up a character background can be a daunting task. But the trick is to take a step back and ask what such a description is trying to achieve. What do you want the other players or the DM to derive from reading this? Seriously. The answer usually isn't some deep knowledge of culture, geography or personal history. It is simply an intuitive feel for the character and his or her motivations, to allow the other players to interact with him or her in an appropriate way. There are two standard ways to do this. The first is the traditional character history, and the second is a description of the character's routine day. The characters history This is what most players usually attempt to write to describe their characters, and it is indeed a good idea. Jot down some notes onto a sheet of paper labelled "Character Background Page". These can be either in first or third person. Answer questions like "Where was the character born?", "Where did they grow up?", "How did they learn their class/trade/profession?", "How did they begin adventuring?". However, also try going a step further. Describe perhaps an embarrassing moment from the character's past. Or perhaps go into the details of his or her interpersonal relationships. Try to indicate both the high-points and low-points of the character's career to date. Don't forget, it is contrast that makes for interesting characters. And, what about annotating some dark secret or lifelong ambition? Note also, that it doesn't need to be that long, in order to convey sufficient details for the other players and the DM. Dietrich was born and raised in the great city of Themwun, the only child of Professor Zaubertrank - a lecturer at the Royal Themwun Academy and also, sadly, a widower. As a child, the boy would often spend time in his father's laboratories, helping with various recipes and preparations. He was formally trained in arcane magic, and eventually completed his studies with passable, if not brilliant grades, despite his bright nature and quick learning. You see, the problem was that he was just not interested in other areas of the arcane studies, and would only really pay attention to those pertaining to potions and concoctions. Now that he has come of age, his father has started sending Dietrich on long journeys in search of more exotic ingredients required for their work - as they'd now become quite a team. And all this <A TITLE="Click for more information about travel" STYLE="text-decoration: none; border-bottom: medium solid green;" HREF="http://search.targetwords.com/u.search?x=5977|1||||travel|AA1VDw">travel</A> was how Dietrich first fell in with... adventurers." A day in the life... An alternative way to give a good feel for what the character is like, is to describe his or her day in detail. This "character vignette", is a great way to convey the habits, mannerisms and other minor items in their life, which otherwise get forgotten in the excitement of game-session play. On the other hand, these tend to be longer than a history, as you need to go into enough detail to make it meaningful, and then it can take a while. And if, you are having trouble thinking of something, spend a day in your own "real-life" routine, and think about what your character would be doing at this point. So, write some notes from a day-in-the-life of your character onto the "Character Background Page" (either in first or third person). Dietrich started from a restful sleep, having been shaken by his companions. He blinked his eyes wearily, thinking to himself that they just don't appreciate that he must stay up late in order to memorise his spells for the next day. He grumbled to himself as he climbed out from under his warm camp blankets, yawning long and hard as his rubbed his eyes and ran his long fingers through his dishevelled hair... (text deleted for the sake of brevity) ... finally, he carefully washed his hands - twice; with lots of soap - before climbing onto his bed roll, and hauling out his spellbook from his pack. He carefully set the candle atop the supply box, and began to study. The half-moon sank low; it would be another late night. ### THE DETAILS ### At long last you can now go for that character sheet. Filling in the character sheet Fill out the sheet, referring to your Character Summary, Mechanics and Background pages constantly throughout the process. For some of the items, it is simply a matter of working out the numbers - base attack boni, saving throws, etc. all fall into this category. For others, such as spells, draw from your list and add others using imagination and pragmatism. Most of the numbers are just filled in for Dietrich Zaubertrank at this point. For the spell-list though, I have to decide what spells I want. Obviously, I draw on the list I've created above, but for the others, I go for some practical spells as well. Filling the "backpack" What goes into the characters rucksack, belt pouches, handbag, or horse-drawn wagon, can be just as important as what weapon they wield or what spells they have memorised. However, most players seem adept at role-playing their character as they fill in an equipment list. However, what usually then happens, is that this list stays static on the character sheet throughout the campaign. How many swordsmen have "whetstone" written on their character sheet? Lots. But how many during game time state every evening that they get out their whetstone and sharpen their sword? Hmm... I suspect far fewer. So, if you write down something, make a point of using it, when you play. Write a note in thick felt-tip pen to do something with a non-essential piece of equipment. For example, Dietrich uses candles every evening so he can stay up after dark and study his spells. I therefore partition off a section of the "equipment list" on the character sheet and write "Consumables" above it. In this section are "candles", "rations", "water", etc. For every day, I cross one set of consumables off the list. Thus, the other players quickly get the idea, that every time we call into town, Dietrich will need to call past the General Store to pick up some more candles. Sure they are a negligible cost, but they are excellent role-playing material. Create a portrait Optionally, you may want to create a picture of your character. Perhaps you are a talented artist, or you can find some suitable clip-art on the Internet. Or perhaps you could take an existing drawing and, using some computer image manipulation software (e.g. gimp), modify it to generate a unique look for your character (this is actually quite easy, once you know how). Regardless, if you are going to generate a picture of your character, you must show it to the other players and DM before they read about your character history/background/summary/etc. The reason for this is that the others will start to form a mental image quite quickly of what they think your character looks like. If you then later present something visual, you will actually cause a discontinuity in their perception of your new persona. However, if they see the character portrait first, then the detail that follows will complement this image, adding depth and richness to the two-dimensional image in the readers head. Sorry... this article has gone on long enough without writing a full tutorial/example on character portrait creation. Perhaps another time, if anyone is interested. ### THE ROLE-PLAYING ### Traits and mannerisms Work out three mannerisms that are typical of your character. Note that these should be things that you can say or gesticulate at the gaming table. Then, using a felt-tip pen, write them in big letters at the top of your character sheet. Thus, every time I go to the sheets (which is quite often at the start of the game), I see this large reminder to throw in a mannerism. Sure, you will miss a lot of opportunities, but after a while, the other players get to know these quirks, and a simple gesture can quickly make them associate what you say, with the character that you are portraying. I decided on the following for Dietrich: Firstly, not to say anything, but merely to click his tongue - tsk tsk tsk - whenever he doesn't approve of anything. Secondly, whenever he makes a decision or definitive statement, he wipes each hand against the other, as if brushing dust off them. And the third is to exclaim "Sssuffer", with a long drawn-out "S", almost spitting venom, whenever he deals damage to an opponent. Get the name right The character's name is a very important part of role-playing. If your fellow players are calling you by that name, then you'll feel more at ease with your role. But in a large group, how do you go about teaching them? Firstly, make your name reasonably easy - or at least have a nick-name. Naming your character after a small Welsh village may look great on paper but some of your companions may not find "Dwygyfylchi" quite so memorable or even easy to say. Next, make a point of repeating your character's name. As the other players hear it over and over, they will start to remember it, so that they can use it without thought. They will start to associate you with that name. Finally, make a point of learning the names of your fellow gamers' characters. Help each other, and you'll quickly get to the point where it becomes second nature, and that makes getting into character so much easier. When playing Dietrich, I'd make a point of not just saying "My character attacks the orc", but rather, "Dietrich attacks the orc". Oh, and of course, when I roll a hit, I then spit out "Sssufffer!". Avoid distractions during play Nothing is more disruptive during a game than that long pause while someone looks up a ruling. Now of course this is inevitable to some degree - not everyone is an expert - but it can be minimised. Don't expect your DM to know your rules for you. They have enough work on their hands planning your adventures for you and working out the rules for the NPCs without needing to worry about all the possible combat or skill-check options that you might want to do. Make a point of learning the rules for the abilities, spells, weapons, etc. that your character uses. If it is complicated, summarise it on your character sheet or the "Character Mechanics Page". With the advent of the SRD, you could even cut-and-paste-and-print all the relevant rules into a little booklet or folder. Dietrich Zaubertrank intends to carry and throw flasks of acid. Therefore I make a point of looking up the rules on acid flasks and grenade-like weapons. I then write them down onto my "Character Mechanics Sheet" (including the page reference). Thus, when it comes up in combat, I can quickly summarise the ruling for the DM, and tell him or her that it can be found on page such-and-such in the book. ### CONCLUSION ### Phew... it has been a long article, and if you persevered to the end of it, then you have my respect and appreciation. However, D&D is a very complicated past-time in the sense that there are so many ways of doing things. I have written one such way here, but there are so many possibilities and options left unexplored. I wish I could write these things down (and write them down better), but there comes a time when one needs to say "enough". Enough! I hope you find this useful. Of course, I'd welcome any feedback you might have. Best wishes for your new characters... -- Trydan. Man i'm sorry but you have WAY, WAY to much free time on your hands |
| Vriishnak07-06-04, 08:08 PM | ...So being willing to spend the time writing something to help other people equates to having too much time? Something about that doesn't quite work... Besides which, did you really have to quote the whole thing? Good job on the guide, Trydan. |
| Robert Craven07-07-04, 08:46 AM | Wow. Great posting :-) Sorry... this article has gone on long enough without writing a full tutorial/example on character portrait creation. Perhaps another time, if anyone is interested. PLEASE! |
| flamefist drunkenmonk07-12-04, 01:27 AM | wow... this was really helpful... |
| Trydan07-15-04, 08:45 AM | Originally posted by Trydan Sorry... this article has gone on long enough without writing a full tutorial/example on character portrait creation. Perhaps another time, if anyone is interested.Subsequently posted by Robert Craven PLEASE! Okay, I've had a look into this, and the problem is that it would end up being, not surprisingly, graphics-intensive. As I don't have any web space of my own, I'd be looking for someone to host it. Alternatively, perhaps one of the goddesses of this board (that is, the Character Development Board moderators WizO_Autumn (http://boards1.wizards.com/member.php?s=&action=getinfo&userid=166892) and WizO_BigSister (http://boards1.wizards.com/member.php?s=&action=getinfo&userid=237146) ) could grant permission to use attachments or something. I'm open to suggestions! However, in the meantime, I can recommend The ULTIMATE Fantasy/SciFi Portrait Gallery links list (http://boards1.wizards.com/showthread.php?s=&threadid=275720), compiled by one of the goddesses herself. |
| Persephone Imytholin07-15-04, 01:43 PM | I can give you some space, if that's what you need. What exactly did you need to put in it? |
| Trydan07-18-04, 09:48 AM | Originally posted by Persephone Imytholin I can give you some space, if that's what you need. What exactly did you need to put in it? Thanks for the offer; that's really appreciated. I did a quick estimate (article not finished yet!) and I think it'll be about 20-30 JPEG files and an HTML file with the article (including the images via <IMG SRC="..."> tags). All up, it'd be a few hundred kilobytes; definitely not more than half a meg'. I'd pack it up as a .tgz or .zip file and get someone to e-mail it for me as an attachment. For the article itself, I'd be assuming no artistic talent, a reasonable computer package (e.g. GIMP or Photoshop) and would be aiming to create a fairly simple character portrait. If anyone has any other requirements or suggestions, then please let me know. |
| The_Yellow_Dart_Swinger07-18-04, 07:06 PM | Originally posted by Trydan Thanks for the offer; that's really appreciated. I did a quick estimate (article not finished yet!) and I think it'll be about 20-30 JPEG files and an HTML file with the article (including the images via <IMG SRC="..."> tags). All up, it'd be a few hundred kilobytes; definitely not more than half a meg'. I'd pack it up as a .tgz or .zip file and get someone to e-mail it for me as an attachment. For the article itself, I'd be assuming no artistic talent, a reasonable computer package (e.g. GIMP or Photoshop) and would be aiming to create a fairly simple character portrait. If anyone has any other requirements or suggestions, then please let me know. If you do that then I think my next cleric will be worshipping the god Trydan. :bow: |
| Persephone Imytholin07-18-04, 11:14 PM | My free hosting account has about 130Mb left, so that's not a big issue... but 20-30 pictures for an article? What could they all do? |
| Trydan07-31-04, 12:12 PM | Okay, I've started writing it - please be patient, it might take another week or so (the task is, as per usual, more than I had originally anticipated).Originally posted by Persephone Imytholin 20-30 pictures for an article? What could they all do?As for 20-30 images, well, I want to show how to do every step of generating the character portrait/avatar. That means lots of intermediate stages need to be displayed, and hence a lot of images. If you still don't know what I mean, then you'll just have to wait to see the final version ;) Originally posted by The_Yellow_Dart_Swinger If you do that then I think my next cleric will be worshipping the god Trydan.:eek: Stop that! You're hyping me up to be something I'm not. Besides, you haven't seen the article yet. And anyway, Trydan's only about level 8 or so... still a loooong way to go until level 20, let alone deity level. (I'm all embarrassed now. :blush: ) |
| jetmaster00707-31-04, 01:25 PM | Alright! I thought this article was amazing and really can't wait for the character portrait one. I always had trouble making them, so I never bothered to. I can't wait! Good job Trydan! |
| shadowflamedancer07-31-04, 05:14 PM | Excellent faq, and i plan to refer my players to it. |
| Arnkel08-14-04, 10:14 PM | heya. I think it was a very good article for both new players(as a good outline to what they should do) as well as for veteran players(as a back to basics sorta thing). P.S. I've been playing D+D for 13 years(and I don't mean on and off) and I have found tons of uses for the Hero Builder's Guidebook, despite the fact that it was a "flop." |
| Trydan09-23-04, 03:52 PM | The "How to create a character portrait" article is now complete, and although Persephone Imytholin had volunteered to host it, he is in the process of changing his Internet setup, and so he may take a while. Anyway, there is no monopoly, so if anyone else would like to host it (or just feels like a private copy), let me know via a Private Message and include your e-mail address so I can e-mail it to you as an attachment. Note, the article is archived as a .tgz file. It is about 410 kbytes packed, and contains 28 JPEG images and an HTML file. |
| Persephone Imytholin09-24-04, 07:12 AM | The "How to create a character portrait" article is now complete, and although Persephone Imytholin had volunteered to host it, he she is in the process of changing his her Internet setup, and so he she may take a while. Apart from what's corrected above, that's basically it. |
| Trydan09-24-04, 11:07 AM | Apart from what's corrected above, that's basically it. :eek: Oh no! I'm really sorry Persephone Imytholin. I just assumed... incorrectly. Of course my mistake is unacceptable, so please accept my (public) apology. Sorry. :( |
| Lasrifriir10-23-04, 09:34 AM | Incredible Trydan, you really helped a brother and the rest of his group out here. I was struggling to flesh out a character for a Wasteland campaign not half and hour ago, and after reading this it's all so easy. The rest of my group will be interested to see this too; for a long time we have struggled with creating detailed characters and I think that your article will help us out more then any advice that I could ever give them. Good luck on the whole article! |
| The_Yellow_Dart_Swinger11-25-04, 11:40 AM | If the how to create a character portrait is complete and running. I was wondering if we could get a link to the site so we could go check it out. I didn't see it in this thread and I havn't seen a thread devoted to the subject. Thanks in advance. |
| Trydan11-26-04, 03:52 AM | If the how to create a character portrait is complete and running. ... :( No, it isn't available yet as far as I know. Persephone Imytholin had volunteered to do it, but she hasn't managed so far (well, at least not that I know of). If there are any other volunteers, then let me know (via PM would be best, rather than cluttering this thread). |
| Persephone Imytholin11-26-04, 07:27 AM | I'm still working on it, but having another copy hosted somewhere wouldn't hurt. |
| Trydan12-08-04, 03:54 AM | In case anyone is interested, I have written another article about how to improve role-playing your character. It is entitled Enhanced Role-Playing: The Player's Perspective (http://boards1.wizards.com/showthread.php?t=344715) (click on the link to view it). Basically, it expands on "The Role-Playing" section of the article at the start of this thread. |
| Ninja_Sensei12-09-04, 03:15 PM | Well done! Kudos on a very fine thread. :D I think this will be printed out and go into my "toolkit" |
| Kyy'Dakh12-10-04, 11:51 AM | Good... topic... must... :bump: Given me some stuff to work with, alongside one topic with a set of 100 questions. After working with some high power characters for a while, I recently rolled up a 1st level to get back to basics. One of the somewhat specialized mannerisms I've recently thought up: Whenever she's told something distressing (in a non-dangerous location and situation), she silently pulls a bottle of wine from her backpack, takes a swig, and puts it back without comment. Oh, semi-related question: There anything vegitarians would eat with red wine? I don't know much about that sort of thing. One thing I think I might do with the next group of 1st level chars I DM with: Give them some flavorful, but not-so-useful equipment alongside their usual stuff. Example: The char I mentioned is a female Wiz1. If the DM will let me, she'll carry around a dull gray ioun stone that was used up by one of her ancestors. |
| Trydan01-01-05, 11:15 AM | One thing I think I might do with the next group of 1st level chars I DM with: Give them some flavorful, but not-so-useful equipment alongside their usual stuff. Example: The char I mentioned is a female Wiz1. If the DM will let me, she'll carry around a dull gray ioun stone that was used up by one of her ancestors.This is a good point. A good idea for DMs may be to request that the characters of the players each carry a "quirky" item in their packs. This could be anything from the "dull grey ioun stone" suggested above, to an owl-feather, an oak leaf, a hankerchief, a block of soap, or something even more bizaare. It may not further the quest, but it helps make the characters more memorable. To cite an example, in one campaign in which I played, we had a gnome with a knitted hat. The hat became a bit of a feature of that character, and the fact that I still remember it (all these years later) indicates that it worked! :) |
| Persephone Imytholin01-01-05, 11:27 AM | Or, for even more fun, PCs can give each other small, quirky things occasionally. ...which reminds me of one of my bards, who used a cantrip on a perfectly normal leaf to make it taste like honey. She was trying to convince the paladin that she knew exactly what she was doing; the party fighter (who rather fancied her) ended up carrying the leaf for months afterward, and was distraught when he lost it. A prettier and more vain rogue insisted on wearing exactly one of a flower common around her home town in her hair every day... which was fine, except she lived in a moderately distant city. I'm fairly certain that campaign had one of the first burglaries of a florist's shop in a D&D game. |
| Trydan01-03-05, 09:36 AM | I'm fairly certain that campaign had one of the first burglaries of a florist's shop in a D&D game. :rofl: Brilliant! In fact something like that could become an interesting plot hook for getting a 1st-level campaign started. Great idea!! :) |
| Aluroon01-03-05, 06:05 PM | Its nice to see this finally made it back up to the first page. For a time I had worried it was gone. Once again my thanks go out to Trydan for this thread. (Oh and thanks for the link) Aluroon |
| Asi the red02-19-05, 01:51 AM | Hey ya'. Being away at a school with a very small RP's population kind of cuts down on the need for me to make characters. But it also means that when I get an opportunity to partake in a game, that I'd like my character to be well developed and memorable. It's been a very long while since I've made a character that feels like he'll be that way, but I just finished a pair of guys using your guidelines, and I have this feeling that they'll be good ones. Thanks Trydan, these two feel much more like the guys that I used to make when I was first starting out (those were my best ones). Asi the Red. |
| Purpledragonfire03-20-05, 01:43 PM | Great post may i humbly suggest to the powers that be that this receives stickiness? |
| Eidolon Faer03-21-05, 11:29 PM | Outstanding thread! A few comments that I'd like to make though: The original article talked about a basic concept, a seed, around which the entire character crystallizes. This is an excellent analogy to my own way of thinking about characters, but I doubt I could have put it into words as eloquently as this thread has already managed. Later on, however, a debate arose about how certain rules mechanics can inspire characters and that it need not be something, well, artsy. The "seed" that forms a character can be anything...anything that starts your juices flowing and your groove thing going. It can be an archetype, like "a wizened old gnome tinkerer". Even better, you can take an archetype and figure out how to break it or change it to make it new and fresh. For example "a teenaged gnome tinker" or "a wizened gnome tinker obsessed with curing baldness". Your seed idea can be a particular piece of artwork. Study the facial expression of the character in the artwork, or explore the mood the piece evokes in you. Your seed idea can be a game mechanic: "gee, gnome tinkers are pretty effective..." but then you've got some work to do to flesh it out to an archetype or whatever. Your seed idea can even be an abstract emotion or concept. For example, I once started with "the rage of a mother animal defending her young" and wound up with a very nice character that involved Barbarian, Druid, and Sacred Fist levels... I started one Elf character with the rather melancholy feeling evoked by the song "Old and Wise" by Alan Parsons Project... Beginning with concept or mood rarely makes the game mechanics part easy, but the final result will be wonderful. You'll hopefully achieve something like what "method acting" talks about...understanding your character so well that you begin to THINK like (s)he does while you roleplay. This is hard to explain, it's almost like writing Zen koans. But you'll know a good character when you feel it. The way you know a good "seed" is that it resonates with some part of your own personality and you just "know" what that character is all about. |
| dark_brand55307-30-05, 05:16 AM | great thread definitly going to show this to my players tomarrow... becuase they are the kind of players who have never even seen a charature with a backround or personality other then their own. Whitch needless to say isnt roll playing also I thought I aught to :bump: |
| Rallaster07-30-05, 05:52 PM | Excellent post, Trydan. |
| Antioch07-31-05, 05:57 AM | I read the whole article, lengthy as it was, and thus would rather not go through three pages of more "threadage". To surmise, this seems to be almost identicle to the creation process I undergo. Often I consult with the DM about what his game world is like; common races, clothing, speech, regions, etc. This way I can get a feel of what the default elements are and derive from that. After all, if I make a character that is decked out in egyptian garb in a world where it simply does not exist (or, the DM doenst know if it does/well), then it wont seem as real. In addition to what you went over, a common practice has been to map out extensively the backgrounds of our PCs beforehand in addition to filling out a little character trait sheet. The sheet includes birthday, likes, dislikes, hopes, dreams, reason for adventuring, favorite food...it just goes on. While it seemed like a chore at first, now I'm glad they made us do it as it adds much depth to our characters. I also liked how you mentioned notes on certain rules. I went out and bought stacks of little note cards that I write all my spells on so there is no need to wonder how it works and grind play to a halt as I look up the ruling. All in all, kudos article. You should try to get this published under Regdar's Repository. |
| Trydan08-16-05, 11:43 AM | Originally posted by Trydan: Sorry... this article has gone on long enough without writing a full tutorial/example on character portrait creation. Perhaps another time, if anyone is interested. Subsequently posted by Robert Craven: PLEASE!Although the "portrait" article was finished a long time ago, it has taken an equally long time for me to post it to the boards. But it is now complete. If you happen to be interested, please visit How to create a character portrait (http://boards1.wizards.com/showthread.php?t=484022). . |
| pres_man10-06-05, 07:57 PM | :bump: |
| dark lord ty10-15-05, 09:13 AM | how do u calculate things like hp ac atk dmg ini and spd (the things on the front of the sheet) plz help |
| Trydan12-01-05, 07:27 AM | :bump: |
| Victor_Ograygor09-08-06, 01:06 PM | HHHoollyy Mother XXXucker thats goood. wauuu Briliant |
| DivineMaster09-28-06, 03:16 PM | Wow, that was good. I am just creating a character and all I had was a name, race and class but just couldn't think of absolutely anything that would spice it up or make it unique as some of my most recent characters were quite generic and you have given me some great ideas like for example, a Dwarf Cleric, Middle-aged, 7 dexterity, 9 strengh lol, I am looking forward to this character so thank you. |
| shaynajassan10-24-06, 08:04 PM | Hear Hear. :D Role-playing first, roll-playing second. |
| Adrez Nesnsid11-22-06, 12:58 PM | BUMP :bump: |
| Zepherion11-23-06, 06:45 PM | :bump: Great article! Helped me bunches :) |
| Senopa11-26-06, 08:38 PM | advice on how to pick a good name your character: watch the Discovery Channel. thats how I got my name |
| crimsonwolf03-25-07, 11:00 PM | am goona bump this artical due to its usefulness and might be smart to creat a counter part in the more newbish part of the classes and prestige classes area on the main section |
| ToxicWiz03-31-07, 06:28 PM | Tried and Tested, this works :D Great guide, I'll have to keep it as reference. As were the other two linked by the way. as for the name advice, if you say so Senopa :) |
| JustSomeGuy04-03-07, 12:39 PM | As a newbie, i found this very helpful and will try to use your method this weekend. thanks for taking the time! :) |
| Toran Ironfinder04-05-07, 10:53 PM | Hey, Would you mind if I borrow your method, and provide a similar article for the SWRPG? I can see some need for something on the non-DnD op board for an article on Optimizing SW from a roleplay basis, and this would provide a useful way to do it. |
| Enigmous04-30-07, 06:17 PM | I want you to have my children. |
| Lionhearted05-18-07, 03:05 PM | Stickify! |