Creating better Characters

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Southron
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Creating better Characters

Post by Southron » Sat Jul 19, 2014 5:51 am

I am writing to ask for advice, general thoughts, links, etc... on how to write a better character for PbP games and how to play a better character in RL games.

aramis
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Re: Creating better Characters

Post by aramis » Sat Jul 19, 2014 6:08 am

Borrowed from Burning Wheel: writing 3 to 5 beliefs and their resultant primary behaviors really goes a LONG way. It is excellent at developing a core personality. It works especially well if those beliefs are borderline or outright delusional, or are unprovable, and call forth an action. Even if not shared with the GM, it's a great way to codify a personality. I've sometimes used this for analyzing NPC's derived from fiction. BW has one phrase them as a "Because I believe X, I do Y."

Some examples might include:
Gandalf, circa TA 2930 : (1) The Enemy is moving already; I will make use of others desires to co-opt them to fighting the Enemy. (2) The White Council is too cautious; I will proceed with or without their blessing. (3) Hobbits are resistant to falling to Shadow, and so must be used in fighting the shadow.

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trystero
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Re: Creating better Characters

Post by trystero » Sat Jul 19, 2014 8:44 pm

A looser version of the same idea is included in the new edition of Dungeons & Dragons; you pick two personality traits, plus one ideal (underlying drive), one bond (connection to people, places, or events in the setting), and one flaw (weakness or compulsion), and you can get Inspiration -- a reward along the lines of rolling the Feat Die twice and keeping the better result -- for playing any of these well.

Even without the game-system reward, it's a similarly good exercise for determining what your new character is actually like.
"Self-discipline isn't everything; look at Pol Pot." —Helen Fielding, Bridget Jones: The Edge of Reason

Glorelendil
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Re: Creating better Characters

Post by Glorelendil » Sat Jul 19, 2014 9:18 pm

Check out Dungeon World character sheets.
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DavetheLost
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Re: Creating better Characters

Post by DavetheLost » Sun Jul 20, 2014 12:04 am

Mouse Guard, derived from Burning Wheel, makes extensive use of characters' BIGs, that is Beliefs, Instincts, Goals. BIGs are usually written at the start of each play session, allowing especially Goals to change to keep pace with campaign events.

Taking the Hobbit as an example, Bilbo Baggins might have the Belief that "Adventures are nasty, uncomfortable affairs that make one late for supper," the Instinct "Always sit down and have a think about difficult situations," and the Goal "See the Lonely Mountain and return home."

Giving each character at least one ally and one rival can also provide good role playing hooks. Rivalries can be friendly or unfriendly. A sibling that you are always trying to one up is as good or better a rival than an Orc chieftain who is constantly dogging your heels.

aramis
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Re: Creating better Characters

Post by aramis » Sun Jul 20, 2014 8:35 am

DavetheLost wrote:Mouse Guard, derived from Burning Wheel, makes extensive use of characters' BIGs, that is Beliefs, Instincts, Goals. BIGs are usually written at the start of each play session, allowing especially Goals to change to keep pace with campaign events.

Taking the Hobbit as an example, Bilbo Baggins might have the Belief that "Adventures are nasty, uncomfortable affairs that make one late for supper," the Instinct "Always sit down and have a think about difficult situations," and the Goal "See the Lonely Mountain and return home."

Giving each character at least one ally and one rival can also provide good role playing hooks. Rivalries can be friendly or unfriendly. A sibling that you are always trying to one up is as good or better a rival than an Orc chieftain who is constantly dogging your heels.
Technically, only the Goal is revised every session. Belief and Instinct are supposed to change less often. Torchbearer also uses the same structure.

Bilbo changing his belief about adventures as a result of his is a major story element - he doesn't ever embrace them, but it's no longer driving him by his 111 birthday. "Tired of the world..." is probably the beginning of Bilbo's new belief.

DavetheLost
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Re: Creating better Characters

Post by DavetheLost » Sun Jul 20, 2014 7:31 pm

All valid points. I was simplifying so as not to repost the entire MG rulebook on the subject.

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Rocmistro
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Re: Creating better Characters

Post by Rocmistro » Mon Jul 21, 2014 4:24 am

Southron Loremaster wrote:I am writing to ask for advice, general thoughts, links, etc... on how to write a better character for PbP games and how to play a better character in RL games.
SL, here are some of my tips.

1. Write in 3rd person, past tense. I find, that in doing so, I view my contribution as more of a novel, and that allows me to break away from some of the paradigms that exist in face-to-face roleplaying. For example, I regularly write what my character is thinking or feeling. Why not? There is no precedent in RPG stating that you are only allowed to announce what you're character is actually saying, especially in a medium that is devoide of tone, pitch, and body language to communicate your character's ideas.

2. Like some of what the others have said, establish a BIG for your character. I've never played Mouseguard, so I didn't do the BIG thing directly, but I do have those basic things worked out for my characters. One of the things I try to give all my characters is what I call a primal touchstone; it's a concept or idea, sometimes an abstraction but not always, from which my character draws meaning and strength. For Rignuth, it's Water, and I try to tie back a lot of what he does and thinks to that. No doubt you've noticed his conversations with Ulmo; whether that's legitimately a conversation with the Vala or just his madness is open-ended, and I don't need the Loremaster's permission to do it with the way I've structured it. Nemo's primal thing was Dragons. My Elven character Amroth is based around Dreams. Etc, etc.

3. Pick another character in the party and bond with them. How you do it is up to you, but I would think this should be their fellowship focus. Don't just write the other hero's name on your character sheet; breathe life into the relationship! Go out of your way to engage that other hero/character. In a PbP game, you'll be living and breathing the embodiment of the Fellowship concept, but IC and OOC, as your outreach efforts will draw that other player in and make them feel like they have value to you (hopefully), and it will give you IC hooks to write more substantive posts on.

4. Write your posts in such a way that other players have a hook to hang their post on, so to speak. Ask yourself "If I'm the next player, can I follow up with this or does it block/prevent me from doing my thing?" In asking yourself that question, make sure you know what your other players' things are.

5. That being said, take the initiative from time to time and drive the story forward. I follow a bit of the "it's better to ask forgiveness than permission" when it comes to submitting to the Loremaster. I say that knowing my own heart and desires; and that is to collaborate on a great story and I trust that the Loremaster I'm playing with will notice that and run with it rather than block me. So far, I daresay, it's been mostly successful. But the point is, if you see things running in idle mode, take the lead! Maybe your post will give someone the creative jolt they need.

That's all I got for now. I'll give you more tips if I come up with them....
Rignuth: Barding Wordweaver Wanderer in Southron Loremaster's game.
Amroth Ol'Hir: High Elf Vengeful Kin Slayer in Zedturtle's game.
Jakk O'Malli: Dwarven Orator Treasure-Hunter in Hermes Serpent's game.

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Southron
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Re: Creating better Characters

Post by Southron » Mon Jul 21, 2014 5:01 am

Thanks for the tips everyone and special nod to Rocmistro.

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