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    10 
       
    11 BUILDING BETTER CHARACTERS #1: THE SEVEN RULES OF CHARACTER CREATION
       
    12 
       
    13 /A couple sessions have gone by. You got the rulebook, you built a
       
    14 character, you played. But it hasn't been what you were after. Your
       
    15 character seems flat, you haven't gotten into it. Except to argue with
       
    16 the elf. You ask yourself ? did I do something wrong?/
       
    17 
       
    18 ------------------------------------------------------------------------
       
    19 
       
    20 /Your party built their characters, you played, but they are always
       
    21 going their separate ways or arguing. The thief doesn't even associate
       
    22 with the party except to drool over their equipment. Something has to
       
    23 change if everyone is going to have fun./
       
    24 
       
    25 ------------------------------------------------------------------------
       
    26 
       
    27 The art of building characters is not as simple as one might think.
       
    28 Every rulebook has the steps. Many of those rulebooks even talk about
       
    29 meta-gaming issues, background, personality, or whatever other pet
       
    30 theories the authors happen to have about what makes good characters.
       
    31 
       
    32 But let me simplify it just a little bit. Good characters are those
       
    33 characters that are fun to play. Not just for the player, but for the
       
    34 whole group (including the GM). This may sound like just a trademark of
       
    35 a good player, but really, what great player does not always come up
       
    36 with good characters? Even things that seem simple or sketchy just seem
       
    37 to come to life in these players. They know how to make good characters.
       
    38 
       
    39 And I am here to try and help /you/ make better characters.
       
    40 
       
    41 We are going to start with the basics: the seven rules of character
       
    42 creation. At least, the seven rules for creating characters in a
       
    43 campaign setting. (That is, where there is a group of more then one
       
    44 person, and there are going to be multiple adventures with the characters.)
       
    45 
       
    46 Rule 1: The character must work in a group
       
    47 Rule 2: The character must be fun for the player and the rest of the party
       
    48 Rule 3: The character must be good at heart
       
    49 Rule 4: The character must have a reason to go adventuring
       
    50 Rule 5: The character must fit the campaign style
       
    51 Rule 6: The character must have long term goals
       
    52 Rule 7: The player must be able to actually play the character
       
    53 
       
    54 The seven rules represent the most common (and most disastrous) mistakes
       
    55 that players make when designing characters. Sometimes these are just
       
    56 overlooked, or missed in the heat of character creation, but if the GM
       
    57 and the player can apply these rules to a character (and agree that they
       
    58 are in fact applicable to the character) then any subsequent problems
       
    59 lie on the shoulders of the player and the GM, not on the character.
       
    60 "But that's what my character would do..." is no longer an excuse for
       
    61 destroying party chemistry or backstabbing a fellow party member. The
       
    62 rules have been set.
       
    63 
       
    64 The seven rules are broken out into three sections: Getting along with
       
    65 people (rules 1,2,3), character composition (rules (4,5,6) and "the
       
    66 final gut check" (rule 7).
       
    67 
       
    68 
       
    69     Section 1: Getting along with other people
       
    70 
       
    71 The first three rules apply to just making sure the /character/ (not the
       
    72 player) isn't disruptive to the group as a whole. Essentially, these
       
    73 rules exist to avoid the Neutral Evil Ninja Assasin Drow (NENAD), and
       
    74 all sub-species. (Not that I am singling out Neutral evil ninja assasin
       
    75 drow as poor characters, but well, I am.) So let's go through them.
       
    76 
       
    77 
       
    78       Rule 1: The character must work in a group
       
    79 
       
    80 This is a logical aspect of the meta-game. You are planning a campaign.
       
    81 That campaign has multiple players. More then likely you plan on them
       
    82 being a group. So why let characters that dislike people or only work
       
    83 alone into such a group? In the most logical sense, they wouldn't go
       
    84 adventuring in a group and would hate it if they did. Watch out for
       
    85 characters that hate people, or are overly secretive and mysterious. Or
       
    86 classic thief types that never trust any party members and, in fact,
       
    87 remove trust from other party members.
       
    88 
       
    89 Not to say these sorts of characters can't be played. But make sure that
       
    90 when the NENAD attempts to join your campaign, that there is a good
       
    91 reason that they would stay with a group, work with a group, and might
       
    92 even be trusted by that group. Obviously, this is a GM judgement call in
       
    93 the end, just remember the concept. If they can't work in a group, the
       
    94 character isn't going to work in a (traditional) campaign.
       
    95 
       
    96 
       
    97       Rule 2: The character must be fun for the player and the rest of
       
    98       the party
       
    99 
       
   100 One assumes that people play characters that they find fun. NENAD are
       
   101 usually considered very fun /by the people playing them./ But usually it
       
   102 is best to think of the other players as well. Are they going to enjoy
       
   103 this character? This is really the flip side of rule 1; rule 1 makes it
       
   104 sound like characters should be dull and boring and fit it. But we don't
       
   105 want characters ending up with desk jobs in cubicle world. We want the
       
   106 mohawk wearing, leather jacketed rebel. Sure, while they have to "be
       
   107 able to be part of group" they also need to add a different dimension, a
       
   108 different personality, and a different /character/ to the group as a
       
   109 whole, so that the players have variety and spice in their role-playing.
       
   110 
       
   111 Some players find this very easy. The rest of us struggle to make sure
       
   112 that our character is adding to the combined story, has good lines, or
       
   113 is just a fun personality that people enjoy and remember. And don't take
       
   114 this as meaning that it is a character's duty to always entertain the
       
   115 other players. No, occasionally entertaining them is good enough. In
       
   116 fact, it is much better, as people have the most fun by /playing their
       
   117 own characters./ If you want to ruin someone's fun, play their character
       
   118 for them (or prevent their character from playing ? a closely related
       
   119 offense). This can be the fault of the GM or the player, but it is the
       
   120 quickest way to dissatisfied players and a point to pay specific
       
   121 attention to when designing your character. Now it is not always
       
   122 possible to avoid these conflicts, especially when you are unaware of
       
   123 other player's character choices, but keep it in mind even after play
       
   124 has begun.
       
   125 
       
   126 
       
   127       Rule 3: The character must be good at heart
       
   128 
       
   129 Now I don't want to be preachy or anything, but just what were you
       
   130 expecting when you created that evil character that truly didn't care
       
   131 about other people? Were you expecting him to be smoothly integrated
       
   132 into the party? Did you expect him to be trusted? Were you surprised
       
   133 when he caused party turmoil? When your NENAD decided not to open the
       
   134 secret door and try and save the party from the rampaging barbarian <#>
       
   135 horde, did they accept the excuse that it was too risky?
       
   136 
       
   137 D&D takes care of this by making sure characters are good or neutral.
       
   138 But I don't think that is truly enough. This is not a question of
       
   139 overlying beliefs. This is a question of /will the character risk their
       
   140 life and livelihood to help another?/ This is about not being
       
   141 self-centered. This is about being someone that the party can trust when
       
   142 the ork dung hits the wind mill. This isn't something that you say
       
   143 during character description, it is something that you do and
       
   144 (hopefully) you do early on. If your character makes some sort of self
       
   145 sacrifice, even a small one, in the first session, the party is already
       
   146 on your side.
       
   147 
       
   148 A lot of players don't like this rule, but it is the very last rule that
       
   149 I bend. We are roleplaying to be heroes, so design a hero or don't play.
       
   150 Every single hero in books and movies was intrinsically good at heart,
       
   151 no matter how otherwise messed up, or they weren't a hero. It is the
       
   152 definition.
       
   153 
       
   154 
       
   155     Conclusion
       
   156 
       
   157 In the next column I will continue the analysis of the seven rules with
       
   158 the remaining four. If you were intrigued by this column, you can check
       
   159 out my blog and role-playing resources at www.blackshieldgaming.com
       
   160 <http://www.blackshieldgaming.com>.
       
   161 
       
   162 Until next time.
       
   163 
       
   164 
       
   165 	
       
   166 ARTICLE INFO 	<building.xml>
       
   167 
       
   168 *Building Better Characters #1*
       
   169 /The Seven Rules of Character Creation/
       
   170 2006-02-21
       
   171 
       
   172 by Greg Schneider
       
   173 
       
   174 /The first rules of campaign characters: getting along with others./
       
   175 
       
   176 
       
   177 RECENT ARTICLES
       
   178 
       
   179 #1: The Seven Rules of Character Creation
       
   180 <http://www.rpg.net/columns/building/building1.phtml>
       
   181 
       
   182 
       
   183 Gencon:
       
   184 GenCon <http://www.gencon.com/>
       
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   190 
       
   191 RECENT DISCUSSIONS
       
   192 
       
   193 *Thread Title* 	*Last Poster* 	*Last Post* 	*Replies*
       
   194 Does ANYONE agree?
       
   195 <http://forum.rpg.net/showthread.php?threadid=248154&goto=newpost>
       
   196 Strange Visitor
       
   197 <http://forum.rpg.net/member.php?action=getinfo&userid=9385> 	03-07-2006
       
   198 09:27 AM 	20
       
   199 There're only two rules...
       
   200 <http://forum.rpg.net/showthread.php?threadid=248028&goto=newpost>
       
   201 Bartmoss <http://forum.rpg.net/member.php?action=getinfo&userid=8578>
       
   202 03-02-2006 10:32 AM 	10
       
   203 Disagree with Rule 3
       
   204 <http://forum.rpg.net/showthread.php?threadid=247415&goto=newpost>
       
   205 Maarzan <http://forum.rpg.net/member.php?action=getinfo&userid=1472>
       
   206 02-27-2006 08:42 AM 	26
       
   207 #1: The Seven Rules of Character Creation
       
   208 <http://forum.rpg.net/showthread.php?threadid=247361&goto=newpost>
       
   209 RPGnet Columns
       
   210 <http://forum.rpg.net/member.php?action=getinfo&userid=24795>
       
   211 02-21-2006 12:00 AM 	0
       
   212 
       
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