Wednesday, November 2, 2016

Character Creation 101: Part One

Since I'm back in the player saddle, with one horse to steer instead of fifty, I've decided to do some gaming related advice posts for you, internet.

This one is for players and GMs, and has to do with character creation.

First off, character creation is the start of a game. Hopefully a long term one. Some wise points to follow are this:


  • Set aside a whole session just for the group of expected players to get together and make characters as a group. This isn't always possible, but whenever it is possible, do it!
  • As a GM, communicate your expectations for the game to the players. Explicitly if necessary. Communication between a GM and players is important to a campaign. Get off to a good start.
  • Did I mention communication is a two-way street? Players, communicate YOUR expectations and ideas for your character to the DM as well as to the other players.


Why? Because as a GM you don't want to go in expecting a game involving investigation and socializing only to find that the players wanted to play action-oriented, swashbuckling rogues and built them accordingly. Also, as a player, you don't really want to be the bruiser, side-lined because the rest of the team built social butterflies to navigate the courtly intrigue while you just wanted to smash some monsters.

When all else fails, remember most games have a default, "Vanilla Mode." For D&D, it's hobos going to archaeological sites, murdering the racial minorities squatting there, and taking whatever they find. Unfortunately, no matter how prettily they're written otherwise, most games default to a similar mode: beat up the monster(s) of the week in the set piece of the week and get the stuff that makes you more powerful. This isn't necessarily bad! Killing monsters and taking their stuff is fun. But if, as a GM, you are using the vanilla, tell the players.

Likewise players, if you're jonesing to get that murder hobo on, let the GM know, so they can have plenty of murder-hobo appropriate scenarios. But sometimes you'll want a nuanced game of conspiracy and horror, with lots of moral gray. Let the GM know. Other times you want a good old fashioned Space Opera in the vein of Firefly or Star Wars. And here's the thing, DMs and players: even if you're using D&D, you can fit the themes and ideas of Firefly into that with some setting and rules tweaks. There are approximately a billion and half websites out there with advice on how to do it, too! Don't worry, I'll add mine in, but some other time.

Also players, communicate what you want to the other PLAYERS, too. The best role-playing is cooperative storytelling, and it's easier to cooperate on storytelling when everyone has a rough idea of where they want that story to go. You want a redemptive arc for your criminal trying to go straight rogue? Maybe another player can help you out by playing a city watchmen, and then you can flavor your interactions around that arc. Obviously these things will flesh out in play, but don't be afraid to brainstorm with your fellow players at the start.

Lastly, when it comes time to make the crunchy bits, team built characters can min/max better, but that's a topic for another day.

So to summarize: think of a good game like a conversation. It will always go better if you establish clear and strong communication at the start.


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