|

Character Building Experiences
A character in a roleplaying game is the filter through which the game is
interpreted. How your character reacts to events in-game will affect how the
game goes. Defining WHY your character reacts the way they do is the purpose of
this essay.
Because there's no definite cut-off date for a Live Action Roleplaying Game,
creating a character that's memorable, has deep motivations and reasons for
doing what they want to do is important. Anyone can build a sword-swinging
slaughterer of Orcs. Playing a sword-swinging slaughterer of Orcs who has a
reason for wanting to rid the world of the porcine pests is much more
entertaining for all concerned.
The following are some important tips to keep track of when roleplaying a
character, or setting up a character concept.
- You Are Not Your Character
- Your Character Should Have A Distinguishing
Trait
- Your Character Should Have A Long-Term Goal
- Your Character Should Have A History
- Your Character Should Have A Secret
- Conclusion
You Are Not Your Character
Aside from the bad publicity roleplaying as a hobby gets from people who
take their characters too seriously, the simple fact of the matter is that you
aren't your character. Your character has different goals and motivations in
game than you, as a player, do. You, as a player, should be playing to have
fun. What may be happening to your character may be tragic, or bitter, or
painful. Please keep your feelings distinct from those of your character.
It's actually a lot of fun roleplaying a character going through terrible
personal tragedy. Ask most actors who have played Shakespeare and they'll tell
you that some of the most enjoyable roles to play are the most tormented --
Lear, upon the final realization of the depth of Cordelia's betrayal. MacBeth,
upon the realization that MacDuff is a man not born of woman. Hamlet, declining
to kill Claudius in the nave of the church, not out of mercy, but because he
doesn't want to send his uncle to Heaven. All of these are characters going
through important, and painful, changes in their lives.
Entire genres of Live Roleplaying Games have sprung up over the concept of
playing characters having to make terrible decisions -- the same can apply to
blood and thunder fantasy roleplaying as well.
Your character is the filter through which the game is
interpreted.
Your Character Should Have A Distinguishing Trait
A character's trait should be something that is uniquely, and recognizably,
theirs. It can be as simple as a catchphrase ("Holy Moly, Batman!"),
a distinguishing belief ("Purple Things Are The Messengers Of The Gods
. . ."), or a different way of looking at the world ("We're
not here to slaughter Orcs wholesale. We're here to civilize them. ").
Character traits can also manifest themselves in your props, a creative voice,
or even in an interesting costume.
Caution should be taken when assigning a trait to leave room for other
characters. If you decide that your character's defining trait is that he's the
absolute best swordsman in the world, you're effectively imposing a ceiling on
everyone else in the game. Likewise, basing your character off of the fact that
he's the only dwarven armorsmith in town works great, until someone else decides
to play a dwarven armorsmith.
Your Character Should Have A Long-Term Goal
A character goal is something your character works towards. It doesn't have
to be the beginning and endpoint of each day's adventure, but should give your
character a framework with which to evaluate the game day's events. Sometimes,
you'll be at the crux of having an astonishing success at the game day -- but
end up being set back on your long-term goal.
Like traits, long term goals can be very simple ("I want to get
Jim a Christmas present, but don't have enough money.") or elaborate
(". . .the same thing we do every night, Pinky! Try To Take Over The
World!"). Your goal needn't even be achievable. It does need to be
defined, somewhere in the character creation process, and used to motivate your
character.
A character's goals can be very simple, or very
elaborate. The important thing is that they be defined at some point.
Your Character Needs A History
What did your character do before adventuring? Where did they grow up?
What was their childhood like? What was the defining instant of their life that
made them take up the challenge of moving to a new frontier?
Your character's history, even if it's never told to anyone else in the
game, will add depth and verisimilitude to your play. It also provides you with
a deeper well of reactions and motivations to draw from in day to day
roleplaying.
Your Character Needs a Secret
Every character in the game should have some aspect of their past that they
keep secret from other characters. It may be something utterly trivial ("I
just can't get over the dreadful insult that the Duke of Posnitch gave me with
that smudged spoon at that banquet 17 years ago. . .") to something
they'll go to great lengths to preserve. ("If anyone ever finds out
that I'm Spider-Man, they'll start targeting Aunt May").
Related to your character's secret is the concept of keeping it a
secret. If your character isn't going to discuss something in-game, you, as a
player, shouldn't discuss it out-of-game. It's often the hardest part of
roleplaying, keeping a lid on your character's secrets and motivations. After
all, they're one of the things that makes the game fun to play, and people are
naturally inclined to share things they enjoy.
Conclusion
By now, you should be getting some ideas for ways to make your character
stand out from the throng. Distinct, clearly distinguishable characters make
the game enjoyable for you, in playing them, and for the other participants in
the game, by playing with them.
Problems with the page? Email Ken
Burnside. |