| Post/Author/DateTime | Post |
|---|---|
| #1ADHadhDec 13, 2009 10:44:03 | Another game here! Try to come up with a single, neutral character concept with a hint or two of character. Now present them in two completely different moods/game styles. The DM version is here community.wizards.com/go/thread/view/758... Ready? Here goes mine: 1. A changeling shy about her natural form: Comedy: She is a quiet girl that envies other party members, so to impress them, she often changes into other people and tries to act "cool", but she often ends up either being obnoxious, awkward or embarrassing herself. For instance: the party bard has made a witty remark and everyone laughed. So next time the changeling tries to copy him and come up with her own witty remark, but fails miserably. Drama: She is a slightly depressed woman. She has recently realized that she has no dreams, desires or tastes of her own, only of people she copied. She feels as if she has no personality. |
| #2birdurshDec 13, 2009 13:34:47 | Huh, interesting. I like it! A Halfing Rogue Traditional Fantasy Your average, happy-go-lucky hobbit/kender out for a merry adventure where he precociously steals everything not nailed down and has conversations with the evil wizards and dragons. Dark Fantasy A cold and calculating serial killer who hides his pathological need to collect internal organs from his marks with a clown-like facade as he subtly manipulates the personalities of his party members to be more sympathetic to him, with the added bonus of slowly driving them insane. |
| #3beowuufDec 14, 2009 14:20:38 | A character who has a superstition about yellow that is reluctant to reveal it. 1. Drama A buried memory of a family tragedy where yellow played a part (flag of a villain, field of daisies, something). The lack of that memory drives the character, they have a strange fear or reluctance when they see a strong yellow (as if a hint of bad omen), and flashes of memory triggered by yellow items close to the actual item. These flashes get stronger and bring about plot points that eventually see the character forced to confront the evil andm ove on. 2. Light-hearted action The character sees it as a divine message, and tends to assume good luck being pointed to when he sees yellow things. Will persuade the party to undertake a mission just because he say something bright yellow when it was offered, would persue a friendly woman in a yellow dress presuming some romantic future being indicated, etc. Perhaps possesses a die with colours, and will go with chance when nothing is happening to determine what he tries to pull the party into next. |