The Play's the Thing
Twinking for Fun and Profit: Capability based character creation
by David GoodnerApril 23, 2002
Courtesy of Sabledrake Magazine
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The Play's the ThingTwinking for Fun and Profit: Capability based character creationby David GoodnerApril 23, 2002 Courtesy of Sabledrake Magazine | Hi. Thanks for coming back. Last time I broke down the keys to making sure your character would fit well into your game. That's all well and good, but now you need to actually make the character. Every character has three aspects, like the legs of a three- legged stool. (You all remember that stupid analogy from US Government class, right?) First, you have your character's capabilities: attributes, skills, advantages and disadvantages, or whatever else the game calls them. These represent what your character can and can't do. The rules of the game probably have quite a bit to say about your character's capabilities. In fact, you could argue that the main point of character creation is to define them. Second, you have your character's personality: what he thinks, and how he acts. Most games are pretty thin on rules for personality. If you're not free to make most of your character's personal decisions you're not really role-playing. Your character's personality is at least as important as his capabilities. Even if you're just playing another version of yourself, you need to consider how your character would interact with is world. Finally, there's background: where your character comes from and what he did before you started playing him. In some games, background isn't all that important. Your character's backstory may not be very related to the greater story of the game you're playing. In the best games I've played, though, character background was woven into the story, which made the Player Characters' involvement much more personal. Capabilities, personality, and background all blend together in the finished character, and there's not really any way to separate them. If your character knows how to kill people fourteen different ways with a spoon, he probably picked up that interesting talent, and the experience would have had some effect on his psychological makeup. That said, for the purposes of these articles, I'm splitting them up. I'm going to take one aspect of the character and show you how to extrapolate the other two from the chosen aspect. I doubt that you'll ever make up a character exactly the way I'm going to describe. In fact, the examples I'm going to give you are slightly modified. The idea here is to isolate each element so you can see what effect they have on each other. And we're going to start with what my friend Chris calls "Twinking for fun and profit," or, in other words . . . Capability Based Character CreationAbout half of the characters I create are based first on their capabilities. I figure out what kind of character I'd like to play: a fighter, a sneak, a healer or whatever. Then I come up with a story to fit what I have in mind. A lot of the time, I only have a vague idea of the kind of character I want to play and the background and personality help me fill in the details. The process is pretty simple, even if I hardly ever do it in exactly this order: Step 1: Define Capabilities.The first step is to figure out what you want your character to do. Depending on what kind of game you're playing, this could be highly detailed, or you might be better off with a rough description. Your primary goal is to come up with exactly the sort character you want to play, but as I discussed in the last article, you should probably leave a little room for maneuvering later on. Don't just focus on one thing. Very few real people, or literary characters for that matter, only have a single skill. Even the most focused warrior has to know how to get along with a few people, and the most academic and sedentary wizard probably has at least one hobby besides occult lore.
Step 2: Extrapolation.The second step is to extrapolate the background and personality from the ability set. You have to come up with a background that fits your character's stats, and a personality that would logically come from that background. The background is probably easiest, particularly if your character is based around an unusual ability like psychic powers or magic. Even if you're just playing a normal fighter, he had to learn his skills from somewhere, and that can give you the core of your background. During this phase, you might find yourself changing your character's abilities a little bit. You might find out that warriors from the culture you choose always have a particular weapon proficiency that you didn't take, or maybe they're forbidden to do something else you wanted your character to be able to do. You can either alter your character's background, or change his abilities. Usually by this stage you have a pretty good idea what you want, so the choice shouldn't be too hard. With the background and the capabilities designed, the personality is fairly easy. Unless your background is really constraining, you can probably do just about whatever you want. You have some guidelines, though. Your character comes from a homeland, he has some kind of occupation, and he's learned some things. Ask yourself what someone from his background might be like. Stereotypes aren't a final goal, but they're a great starting place. Maybe you'll be inspired to play a humorous, light-hearted Dwarf, just because nobody will expect it. Maybe you'll decide to play a French-American Vampire from New Orleans who was embraced by an ancient French nobleman, but who doesn't really mind being an unholy creature of the night. Then again, maybe you'll just go for a fairly typical personality. Often, I only have a vague idea of my character's personality. As I play, I build a more detailed picture. I also usually leave the exact details of the backstory to the very end to avoid painting myself into a corner, and to give myself the chance to take advantage of any new information that comes my way. It's almost always a good idea to find ways to link your character's backstory to the stories of some of the other players if you can.
Step 3: Finishing.The last step is to make all three parts fit together. You might end up changing a few things, adding some and taking away others. You'll probably want to change your background rather than your capabilities, but don't get too attached to any one aspect. The better made your character is, the more fun he will be to play.
All right. There's Ghost. Next time I'll start with character personality and show you how to come up with a story and a set of capabilities that fit whatever sort of personality you want to play. I'd really like to hear from some of you. I post my E-mail address for feedback purposes. Sabledrake also has a great Discussion Room function. Ya'll should check it out. I'd love to see some public discussion of my ideas (even if you don't agree with them). You can also let me know what other topics you'd like to see covered in "The Play's the Thing." I'll take a stab at just about any subject some of you would like to read about. | |||
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