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Methods
of Character Creation
by Dariel Quiogue
Have you ever taken a look at how we create and play our characters?
There are basically two camps, and we usually start with one then eventually
move on to the other; those who do the numbers first, and those who
do their concepts first. But if we look closer at the way gamers think
when they're hatching their characters, we can start identifying specific
patterns in character creation. Here's a compilation of those I've observed
and how they work, and what they're good for.
1.The Mean Machine:
The Mean Machine method is probably one of the first, if not the first,
method of character creation we ever learned. This method involves looking
at the game's mechanics and finding out how to make a "killer" character
of the desired class. The process goes something like this: a) find
out what was cool, in terms of powers or abilities; b) talk the GM into
letting you have it; c) juggle your character's numbers until you got
what you wanted; and d) patch up a cock-and-bull explanation for the
unlikely grab-bag of skills or inhuman competence in one single area
your character has.
Seriously speaking, this method of character creation was very direct
and did tend to give you what you wanted. Most of us have abandoned
it by now, but from time to time we go back specially when we're playing
a game where min-maxing is appropriate and combat is very frequent.
The two main problems with this system are: a) the character is not
developed as a person; and b) it involves heavy number-crunching that
can take hours specially if you have a lot of good options.
2.Modeling:
Modeling is a method by which one creates a character patterned after
another in some movie, comic book or fiction. This is actually a very
easy method and one I would heartily recommend to new players or to
ones who are unfamiliar with a milieu based on fiction or legend. It's
easy because nearly all the conceptualization has already been done
for you; all you have to do is translate the character's skills into
the game system and then you can concentrate on playing your character
in a fashion that evokes the original.
For example, I'm stuck for a character concept for a Call of Cthulhu
game. Then, an idea suddenly flashes to mind; a dashing Investigator,
suave, charming, unflappable in the face of any situation, and a real
ace with the opposite sex ... who also happens to have a lot of obscure
knowledge and all the right contacts. Sure it's not the first time someone
based a character on James Bond, but the important thing is I can make
this character work. And have fun with it, too. All I have to do now
is put on my best Sean Connery impression, and I'm ready to rock and
roll. That's how easy the modeling method is.
3.The Grand Stereotype:
Creating a character based on a Grand Stereotype means choosing such
a cliche and getting ready to play it to the hilt. The arrogant but
honor-driven samurai, the pious knight-errant,
the hard-drinking harp-playing Celt, the Shaolin drunken master - these
are just some of the ideas you can use in your game. Sure they're cliches
- but if one does it grandly enough, who cares?
One thing to remember about a role-playing game is that there's only
so much detail that you can actually role-play; characters are best
drawn and portrayed with broad brush strokes that are easily recognized
as tags that identify your character and give an indication of how that
character will act in the future.
Finding a cliche to play is easy; one just has to run over the wide
variety of ethnic, cultural or institutional stereotypes we are all
familiar with and start building a character around it. Once you have
the basic idea down, you can start tweaking details here and there to
make the character truly yours.
This method works specially well for a) humorous games, where exaggerated
impersonations can be really effective; and b) for games in an unfamiliar
milieu. For example, I am not very familiar with White Wolf's Oriental
setting; when asked to create a character for an adventure in it, I
fell back on the good old stereotype of the rude drunken monk.
4.Take a Mold and Break It
The flip side of playing the Grand Stereotype is the Take a Mold and
Break It approach. Basically this means taking a preset conception of
a character type then adding a contradictory twist. The essence of this
method is finding out what is expected of a certain character type,
then consistently doing the opposite.
For example, samurai are supposed to be stiffly decorous, immaculately
groomed and very observant of social niceties; Akira Kurosawa took this
idea and gave us the unforgettable ronin Kikuchiyo (Toshiro Mifune's
character) in The Seven Samurai. Kikuchiyo drank himself stupid, scratched
at his fleas whenever and wherever he felt like it, and talked like
a peasant to everyone. But - he was the most memorable character in
the whole bunch.
This can be a challenging approach, and requires a good level of familiarity
with the milieu of the game world, specially its society, but it can
be very rewarding in terms of having a character your group will be
talking about for years to come. After all, it really is the oddballs
that make it into history.
5.Freeform
The freeform method is exactly that - no preconceptions, no guidelines,
no nothing. Creation begins with a seed idea and proceeds from there
by building up layers of detail. The challenge here is to make sure
that you have the level of detail you need to play the character well,
and to create a believable person. To build a freeform character that
will stand out requires a thorough knowledge of the game milieu and
willingness to go into many levels of detail - more than one can go
into if one is creating a character just before the game itself.
All too often, freeform creation minimizes background and focuses instead
on the character's abilities. This is a special weakness if you are
playing with a generic RPG system - such as GURPS, where there is no
mechanic for integrating abilities and backgrounds. Numbers become the
focus, as you try to juggle the costs of what you want against what
you've got left to buy stuff with. The result is that you go "shopping"
first, and work on your concept later, if you have time.
The alternative is guided creation. If you've ever looked through Last
Unicorn's ARIA: Canticle of the Monomyth, you'll see what is probably
the best guided-character creation system ever developed by a published
RPG. In this game, character creation is an involved process that gets
you defining your character's abilities according to his/her nationality,
social status, family background and occupation, and finally personal
occupation and training. Creating and fleshing out a concept definitely
comes before shopping in this system. The result is a character that
is truly your own, and one that fits like a glove within the world of
the game.
Of course, there are those who would complain that a system like ARIA's
is just too involved; certainly, it takes time and extensive perusal
of the book for reference, often an impossible luxury when all your
other friends are also making their characters an hour or so before
the game starts.
The middle ground I've personally found useful is to take a little
time exploring my seed idea before even getting hold of a character
sheet and pencil. I ask myself a few simple questions, and the answers
help define my character. The six most important are:
- Where did my character come from?
- What did he learn from his background? What skills and abilities
would have been developed in his past?
- What are his loyalties and values?
- Who are likely to prove his friends? Who are likely to be his enemies?
- How does my character come across to other people? How would my
character introduce himself?
- Are there any deeds, quirky preferences or habits that my character
is known for?
Only after answering these questions do I start filling in the blanks
on my character sheet. It's a simple method, and rarely takes more than
15 minutes. Whenever I'm stumped for a detail, I consult the GM. The GM
is easily your best ally when creating a character; since he already has
the campaign planned out, asking for his input on your character is an
easy way of getting yourself a good plot hook that will allow him to draw
you into his adventure in a highly entertaining fashion.
Well, that's about it. As a parting shot, I want to reiterate my philosophy
of role-playing; it's all about mutual entertainment. I entertain you,
you entertain me, and the GM has the weighty role of trying to entertain
all of us. It's only fair to give him some help, and one of the best
ways to do so is to be a good role-player with an interesting character.
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