[svn] r2271@freebird: fabien | 2006-08-30 21:33:34 -0400
Mise à jour préventive.
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BUILDING BETTER CHARACTERS #1: THE SEVEN RULES OF CHARACTER CREATION
/A couple sessions have gone by. You got the rulebook, you built a
character, you played. But it hasn't been what you were after. Your
character seems flat, you haven't gotten into it. Except to argue with
the elf. You ask yourself ? did I do something wrong?/
------------------------------------------------------------------------
/Your party built their characters, you played, but they are always
going their separate ways or arguing. The thief doesn't even associate
with the party except to drool over their equipment. Something has to
change if everyone is going to have fun./
------------------------------------------------------------------------
The art of building characters is not as simple as one might think.
Every rulebook has the steps. Many of those rulebooks even talk about
meta-gaming issues, background, personality, or whatever other pet
theories the authors happen to have about what makes good characters.
But let me simplify it just a little bit. Good characters are those
characters that are fun to play. Not just for the player, but for the
whole group (including the GM). This may sound like just a trademark of
a good player, but really, what great player does not always come up
with good characters? Even things that seem simple or sketchy just seem
to come to life in these players. They know how to make good characters.
And I am here to try and help /you/ make better characters.
We are going to start with the basics: the seven rules of character
creation. At least, the seven rules for creating characters in a
campaign setting. (That is, where there is a group of more then one
person, and there are going to be multiple adventures with the characters.)
Rule 1: The character must work in a group
Rule 2: The character must be fun for the player and the rest of the party
Rule 3: The character must be good at heart
Rule 4: The character must have a reason to go adventuring
Rule 5: The character must fit the campaign style
Rule 6: The character must have long term goals
Rule 7: The player must be able to actually play the character
The seven rules represent the most common (and most disastrous) mistakes
that players make when designing characters. Sometimes these are just
overlooked, or missed in the heat of character creation, but if the GM
and the player can apply these rules to a character (and agree that they
are in fact applicable to the character) then any subsequent problems
lie on the shoulders of the player and the GM, not on the character.
"But that's what my character would do..." is no longer an excuse for
destroying party chemistry or backstabbing a fellow party member. The
rules have been set.
The seven rules are broken out into three sections: Getting along with
people (rules 1,2,3), character composition (rules (4,5,6) and "the
final gut check" (rule 7).
Section 1: Getting along with other people
The first three rules apply to just making sure the /character/ (not the
player) isn't disruptive to the group as a whole. Essentially, these
rules exist to avoid the Neutral Evil Ninja Assasin Drow (NENAD), and
all sub-species. (Not that I am singling out Neutral evil ninja assasin
drow as poor characters, but well, I am.) So let's go through them.
Rule 1: The character must work in a group
This is a logical aspect of the meta-game. You are planning a campaign.
That campaign has multiple players. More then likely you plan on them
being a group. So why let characters that dislike people or only work
alone into such a group? In the most logical sense, they wouldn't go
adventuring in a group and would hate it if they did. Watch out for
characters that hate people, or are overly secretive and mysterious. Or
classic thief types that never trust any party members and, in fact,
remove trust from other party members.
Not to say these sorts of characters can't be played. But make sure that
when the NENAD attempts to join your campaign, that there is a good
reason that they would stay with a group, work with a group, and might
even be trusted by that group. Obviously, this is a GM judgement call in
the end, just remember the concept. If they can't work in a group, the
character isn't going to work in a (traditional) campaign.
Rule 2: The character must be fun for the player and the rest of
the party
One assumes that people play characters that they find fun. NENAD are
usually considered very fun /by the people playing them./ But usually it
is best to think of the other players as well. Are they going to enjoy
this character? This is really the flip side of rule 1; rule 1 makes it
sound like characters should be dull and boring and fit it. But we don't
want characters ending up with desk jobs in cubicle world. We want the
mohawk wearing, leather jacketed rebel. Sure, while they have to "be
able to be part of group" they also need to add a different dimension, a
different personality, and a different /character/ to the group as a
whole, so that the players have variety and spice in their role-playing.
Some players find this very easy. The rest of us struggle to make sure
that our character is adding to the combined story, has good lines, or
is just a fun personality that people enjoy and remember. And don't take
this as meaning that it is a character's duty to always entertain the
other players. No, occasionally entertaining them is good enough. In
fact, it is much better, as people have the most fun by /playing their
own characters./ If you want to ruin someone's fun, play their character
for them (or prevent their character from playing ? a closely related
offense). This can be the fault of the GM or the player, but it is the
quickest way to dissatisfied players and a point to pay specific
attention to when designing your character. Now it is not always
possible to avoid these conflicts, especially when you are unaware of
other player's character choices, but keep it in mind even after play
has begun.
Rule 3: The character must be good at heart
Now I don't want to be preachy or anything, but just what were you
expecting when you created that evil character that truly didn't care
about other people? Were you expecting him to be smoothly integrated
into the party? Did you expect him to be trusted? Were you surprised
when he caused party turmoil? When your NENAD decided not to open the
secret door and try and save the party from the rampaging barbarian <#>
horde, did they accept the excuse that it was too risky?
D&D takes care of this by making sure characters are good or neutral.
But I don't think that is truly enough. This is not a question of
overlying beliefs. This is a question of /will the character risk their
life and livelihood to help another?/ This is about not being
self-centered. This is about being someone that the party can trust when
the ork dung hits the wind mill. This isn't something that you say
during character description, it is something that you do and
(hopefully) you do early on. If your character makes some sort of self
sacrifice, even a small one, in the first session, the party is already
on your side.
A lot of players don't like this rule, but it is the very last rule that
I bend. We are roleplaying to be heroes, so design a hero or don't play.
Every single hero in books and movies was intrinsically good at heart,
no matter how otherwise messed up, or they weren't a hero. It is the
definition.
Conclusion
In the next column I will continue the analysis of the seven rules with
the remaining four. If you were intrigued by this column, you can check
out my blog and role-playing resources at www.blackshieldgaming.com
<http://www.blackshieldgaming.com>.
Until next time.
ARTICLE INFO <building.xml>
*Building Better Characters #1*
/The Seven Rules of Character Creation/
2006-02-21
by Greg Schneider
/The first rules of campaign characters: getting along with others./
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RECENT DISCUSSIONS
*Thread Title* *Last Poster* *Last Post* *Replies*
Does ANYONE agree?
<http://forum.rpg.net/showthread.php?threadid=248154&goto=newpost>
Strange Visitor
<http://forum.rpg.net/member.php?action=getinfo&userid=9385> 03-07-2006
09:27 AM 20
There're only two rules...
<http://forum.rpg.net/showthread.php?threadid=248028&goto=newpost>
Bartmoss <http://forum.rpg.net/member.php?action=getinfo&userid=8578>
03-02-2006 10:32 AM 10
Disagree with Rule 3
<http://forum.rpg.net/showthread.php?threadid=247415&goto=newpost>
Maarzan <http://forum.rpg.net/member.php?action=getinfo&userid=1472>
02-27-2006 08:42 AM 26
#1: The Seven Rules of Character Creation
<http://forum.rpg.net/showthread.php?threadid=247361&goto=newpost>
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