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Post by Drozgul on Oct 20, 2011 3:48:59 GMT -5
I want to see the process used in its simplest form, and then let us discuss and dissect perhaps?
How many steps are there? What are those steps? What is the most important step?
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Lady Masquerade
Journeyman
Look into my eyes. Do you see who I see?
Posts: 174
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Post by Lady Masquerade on Oct 20, 2011 15:38:53 GMT -5
How many steps there are depends on both the player and the GM for the game, as to what each think is necessary. Here is what I consider to be "standard" for myself and our usual play group.
1. Pick a system to be played. (If the system doesn't matter, then at least a setting and/or time period.)
2. Choose a mood or theme for the game (at least one).
3. Think of a basic character concept to suit steps 1 and 2.
4. Establish a back story which lead to the character's current situation and provide a goal (at least one) the character wishes to achieve.
5. Fill in character sheet for quick reference. Use rulebooks to choose class options, skills, feats, etc. that suit based on your concept and back story. If none are specific to what you wish to do, choose the closest option and plan to improvise through roleplay or work with the GM to edit or create a new rule for you.
6. Play.
The most important step(s) to me are #3 and #4.
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Post by xenocide on Oct 21, 2011 10:17:43 GMT -5
1: find a base for your character (Anything really. personality traits, likes and dislikes, all the things that make your character tick)
2: talk to GM about it (I have had dozens of last minute characters that just don't fit with the rest of the party. talk to your gm: there is always a way to make an idea fit, with a little time an cooperation)
3: fill out the 'meta': Build the character. (anything that involves character sheets goes here)
4: Play it. (no sense in building something and not playing it. See how it works.)
That is how I try and do it, and like my players to. Mechanics (3) really don't matter to me as much anymore, and I think 1/4 are the two most important
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Post by Drozgul on Oct 22, 2011 23:26:13 GMT -5
1. GET WITH YOUR GM FIRST! I cannot even begin to describe how many games have been proposed and someone wants to build a character that just doesn’t seem to fit. Like a race they want to play that in lore has been wiped out, or attacked on sight, or something else that gets in the way of smoothly telling a story. Seriously, it’s a simple step, and should already be on the storyteller’s mind anyway, why not address it first? That alone makes it the first item. If you want to play an elder vampire in a game set out for fledglings, hold that idea for another game instead of trying to make your GM allow it. If a wedge isn’t good enough to keep a door open, you have to try something other than a wedge.
2. Background/Concept. Get a feeling for his/her identity and motivations, come up with a paraphrased description of him/her and their motivations, ex. “Thrill-seeking conspiracy documentary hound.” If your character was not a separate entity before the game in a realistic sense, it will harder to decide what sort of actions they will most likely take when it comes to solving problems. (For instance, you cannot be a vampire before you’re a mortal. So make a mortal first.) But if they have a defined personality, then decision making is smooth and fluid, instead of blocky and mechanic driven. What kind of instincts does your character have? Where do they come from? I like using preludes or interviews with GM’s so they can ask questions that help you get to know the character, and in turn, your GM knows where in their world your toon fits in, rather than “finding a way” to MAKE it work, make it real instead and it will work. MAKE REASONS, NOT EXCUSES. Instead of telling us why your character can’t do something, tell us what he CAN do and why. In a role playing game, if your weaknesses ever have to be played, its because the guy in your party who is valued for that job is otherwise indisposed. Or maybe the necessary skill is completely unrepresented in your party, but that’s a lot less likely I think. And if that time comes, it’s a chance to really get in character and face that weakness. I can already picture MacGyver sweating his face off because he has to be the smooth talker on trial who frees his party from prison, when a nifty impromptu device isn’t an option. Obviously I find this to be very important.
3. Attributes, your character’s innate capabilities. There are stats you build up and earn, and others you’re kind of born with and stick with you. Brainy or Brawny? Melee or Ranged? Supernatural?
4. Think about skills the character knows. Any specializations? Favored weapons? Practical attire for their work? Where do these skills come from? What got them interested in what they learned in the first place? Inspired by a parent? A teacher? Mentor? Survival necessity?
5. The best finishing touches then are simply getting into a game, even if its just a test session. (The prelude may have covered this a little.) The in-game dynamic places pressure on the situation, and also will help you discover your role within a party if it was not already clear to you.
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Post by archon on Oct 23, 2011 23:18:39 GMT -5
1) Character concept. This is assuming that you know the system and world you will be playing in. Character concept is the most important part.
2) Backstory. Create the characters backstory. A good backstory makes the character fit in to the world. It also provides the GM with roleplaying and quest fodder.
3) Crunch. Number time. Get together with your character sheet and make the character you created a reality. This is not always possible at first with some systems but you should be able to get a good start.
4) Play. This part should be obvious.
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Post by labael on Oct 25, 2011 12:14:29 GMT -5
Here's what I do:
1.) Get a couple general archetypes of characters that's dependent on the setting, example pervy lawyer, klepto ADHD halfling, Narcissistic elf swordsman, gritty russian sniper hitman.
2.) I find out if one is okay for my DM's story
3.) I make stats that follow my archetype and personality of the character
4.) I might make a backstory (most of the time I make it up as I go)
5.) Play.
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