Posts belonging to Category Character creation

Basic Flash-Characterization Exercise: The Dragonbreath-Style Summary

One of the things I’ve been discussing with my boyfriend for a while are tips for him in quickly generating background or semi-important characters. I was thinking about this a while back, and through some bizarre pattern of associative memory, I started thinking about the cover summaries on Ursula Vernon’s Dragonbreath books. (No, this post [...]

Reprise: Keeping Angst in Check

Originally posted on September 9, 2008. Have you ever gotten tired of a character, PC, NPC or just plain fictional, who invited himself to a pity party and never left? So have I.
No beloved peasant villages were harmed in the making of this post.
If you’ve been running games for a while, you’ve probably seen one [...]

Ravyn Freewrites: Learning to Love the Character Sheet

Yesterday, I started riffing on the difficulty I have with character generation and the problems it poses. Today, I’m going to think about how I can fix it for myself.
First off, the difficulty of finding a concept—I’m going to talk to people. Earlier. And make sure I’m talking to them throughout the process. Granted, in [...]

Ravyn Freewrites: Rage Against the Character Sheet

It’s one of those bizarre contradictions that I’ve never entirely made sense of: why do I hate character generation so much, when I run a game with such a ridiculously large NPC cast that I could probably do two or three alphabets and only repeat myself on a letter or two where desperate? Given how [...]

Unit Level: Small Group as Character

In Monday’s post, I talked about the idea of a small group of characters so closely associated that they might as well be a single character. So how does a small group as a character work?
Before we can discuss why they work that way, we need to understand what kind of group can serve as [...]

Prepping Character Groups: Role Play

Yesterday, I talked about some of the elements for creating groups of characters that could also function as one somewhat complicated character role-wise. One of the points I touched on was the idea of each character’s role in the group, and how these roles can be used to ensure that the characters aren’t misplaced (unless [...]

Characters and Culture

Some of the characters I’ve run into could fit in anywhere, really. Maybe it’s just being archetypical, maybe it’s being in worlds that have a lot in common with the other worlds I’ve read, but I could swap them with other characters of their ilk all day and all it would get me is amusing [...]

On Differentiating Antagonists

We know all characters need to be differentiated one way or another, but it’s particularly important for antagonists. After all, even in standard fiction, villains drive the story enough that it takes a really spectacular main character to make up for a bad one, and—well, since the protagonist in a game’s been outsourced to the [...]

Have Character; Need Image?

We’ve all heard about people who describe their characters too much, too florid, often when it really doesn’t make sense to do so; I think most of us can agree that that’s generally a bad idea. But some people have the opposite difficulty; they can settle down in a character’s head, dredge up personality, skills, [...]

Seven Advantages of Coordinated Character Generation

I’ve seen two general patterns of character generation in my time gaming. There’s the one where everyone comes up with their own characters individually, coordinating with the GM but not really comparing notes unless they feel like it or they want to make sure someone else hasn’t already chosen the role they want; I get [...]