Showing posts with label Building Character. Show all posts
Showing posts with label Building Character. Show all posts

Wednesday, May 25, 2011

Building Character: What's in a Name?

Welcome back everybody to Building Character, an in-depth series detailing how to build RPG heroes (or villains) chalk full of character! Last time I discussed how you can turn the mechanics of the game into more poignant character traits, and this time I want help smooth out the rough edges of your character and look at the finishing touches of the character sheet: name, height, weight, age, gender, deity, etc. To some people those are the most important decisions of the character, but to others they’re stuff decided at the end, usually by a generator, and they don’t put much stock into these choices. That’s fine mind you, most of those choices are rather meaningless, but when you do put thought into them they carry much more meaning than something a random number generator came up with.

Let’s start by looking at the name which is admittedly one of my weaker areas. It’s not that I don’t like having depth behind a name mind you, but rather that the best names usually have meanings behind them, and I’m awful at picking that sort of stuff without feeling like it’s coming off cheesy. Caitlin was an exception to this rule however as I did put a good deal of work into her name (at least more than “name this character after someone from LOST” which was my MO most of the time). For Caitlin I picked something Irish for a few reasons: 1) I’m part Irish and damn proud of it. 2) I wanted something foreign. 3) Irish names have an elven look to it. Caitlin (pronounced “Cat-Lean”) looks a lot more exotic than “Katleen” which would be the standard spelling of the same name. Cormac was another Irish name, meaning raven which I went with just for alliteration sake. Originally I was going to call Caitlin Rose, or rather the Gaelic expression for “child of the rose” as I was going for a “rose” theme with Caitlin (punctuated by naming her rapier the “Thorn”). In the end I decided against this theme as the names didn’t do anything for me, and I decided on Caitlin. I like the name a lot now, and I’m glad I put some decent work into it.

The most work I put into a name though was for Eli DeLucci. Both parts had significance. DeLucci is Italian for “the light” which worked well for Eli being a cleric of Pelor. I’ll admit I sorta stole that theme from One Piece’s Rob Lucci, a villain whose name basically meant “robbing light”. I knew a DeLucci in school though who explained what his full name meant, so that’s what I worked off of. Eli was not a reference to Eli Manning (QB for the New York Giants) as many have suspected. Rather I wanted a biblical name for Eli considering his backstory. I went through the major prophets and couldn’t find a name that worked, but I eventually settled on Eli as the name. I find the bible to be a great source of names for characters if you’re curious. Name your next hulking behemoth Samson and you’ll instantly like him more. Trust me.

Also, if you’re ever really stuck for a name try opening up an old year book and finding former classmates with awesome last names. I’ve used this trick several times before.

To be blunt, names should carry some sort of meaning. I know not all parents name their kids with any sort of thought put into it, but look at it this way. You have two cities: “Fairview” and “Dubnard”. Without knowing anything about these two cities, which one seems more interesting? To me, Fairview is stock. It’s not intriguing and there’s not very likely to be an interesting story about how Fairview got its name. Dubnard on the other hand? Well the immediate question is “where does the name Dubnard come from?” Might it be based off of a king or the city’s founder? Maybe it’s based on a festival that is intrinsic to the town’s identity. Maybe it’s the name given to its people by a goddess who says in her tongue Dubnard means “strength” or “hope”. The point I’m getting at is something being strange for the sake strange gives you the opportunity to come up with a reason for this down the line. Remember that you don’t need to have a full idea in your head when you come up with something, so leaving an opportunity explain it down the line is a great tip to follow.

Now let’s move onto two stats that I fully admit I ignore for the most part: Height & Weight. In real life these two measurements nearly define us in many cases, but in my fantasy RPG I couldn’t care less if my Barbarian is ideal weight or not. Still, it’s worth paying attention to these numbers as they can be used to help flesh out the image of the character in your mind which is essential to a medium of storytelling where all you have is your imagination. I understand some people aren’t crazy about weight /height measuring, so a protip would be to use other people’s heights/weights. I don’t record you walk around asking people these two numbers though. Instead, look to famous athletes as almost all of them have their numbers posted as official statistics.

Take a warrior for example. I might build a warrior who is stout and speedy, so the build of linebacker would be a good idea like Patrick Willis (6’1”, 240 lbs.) Or I may want a big and powerful warrior shielded in thick plate built like Defensive End Justin Tuck (6’5”, 274 lbs.) Or maybe you want a less pristine champion and you envision a more hefty and brutish fighter, like Offensive Guard Jahri Evans (6’4”, 318 lbs.) You can do this for swimmers, gymnists, basketball, sumo, heck, anything. Personally for Caitlin I just used my sister’s height of 5’7” as that’s an average height for a girl. For weight I put her in the mid 120’s after looking up healthy weights for a woman of that height, then subtracting about ten pounds due to being an elf. Not a flawless system, but it works better than picking numbers and having a 5’6” 314 lb. wizard.

Now onto gender, and I’ll use this moment to address the audience regarding a question I receive a lot: “Why do you always play women in roleplaying games?” First off I don’t “always” play women. The two most famous characters my audience knows of (Juliet and Caitlin) both came about after a male character (Sayid and Eli) left the party. In addition my first character and longest running one I should add was Leo Castillo, a guy. But more importantly playing a woman doesn’t feel strange to me, at least no more strangely than playing anything else. When I roleplay I like to have my character be separate from myself and I’ve found swapping gender to be a very easy way to help keep me in the mind of a different person.

Personally (and I must stress that these are my own personal views) I view gender as one of those last minute options. I know a lot of people will disagree with me as they view gender to be pivotal to a character’s identity, but for me it’s just a check box you have to make. I don’t view gender as a character trait as aside from biological difference, there’s nothing absolutely associated with either gender. When I make a character I think in terms of personality like attitude, arrogance, bloodlust, personal vendettas, fears, dreams, secrets, etc. Choosing to be a woman or a man doesn’t force me to be anything else, at least not something not dictated by the setting. If it’s a world where women are viewed as property and the idea of a female knight is taboo, then yeah picking a gender might have string attached, but in general I feel you should do with what you want to do. If you’ve never played a character of the opposite gender before, I recommend giving it a try. Just remember that “girl” and “guy” aren’t character traits. Acting excessively feminine or masculine is, but on your own just remember that gender doesn’t define a role. For Caitlin I’m playing a headstrong, brash, loyal to a fault, determined, and protective elf that happens to be a woman. All of these traits could easily be carried over to a male character, and nothing would change except the relationship with Dhother (either it would be nixed, or I’d make the male character gay).

Anyway, the final topic I want to hit on is deities as lord knows the Wyrmwick campaign has its fair share of dealing with the gods. For a Divine character picking a deity isn’t recommend; it’s required. For other characters though the option is left open for people to pick their main deity of choice or take the option of giving a middle finger to the gods. The latter option is abused far too often in my opinion. Sure the guy who willingly ignores the gods known to be existent in the gaming world is cool, but he’s rather rare, y’know? Picking a god is great for your character as it can help define what they hold most precious in life. A warrior who considers Kord his main deity shows he prides battle most of all, but a knight who worships Erathis daily shows that the expansion of his kingdom is paramount to him. The 4E pantheon is varied enough to work right out of the box (so to speak), but you can always add new gods for flavor. My recommendation though is to think what your character wants most in life, and have them decide who they would pray to most often to ensure good fortune. For Caitlin I decided on Corellon for the sake that Caitlin held tightly onto her elven roots. It doesn’t have to be complex—a short explanation will do.

And that’s it for this edition of Building Character. These details might seem very minor, but they can be essential for getting into the head of the character you want. Having a name adds a level of customization to show this character is yours, and gender/height/weight help to paint a better picture in your head. Same with appearance, but I always sucked at appearance, so no help there, guys (sorry). To some people these choices are at the top of the list when you make a character, but for others (like myself) they’re add-ons to help flesh out your character once the major points are settled.

I hope this helped, and I do hope you’ll return for the finale of Building Character when I take a look at backstories and explain to you how I would build a logical and entertaining history for your hero.

Until next time, Namaste!

Wednesday, May 4, 2011

Building Character: Mechanical Makeup

Hey everybody, welcome back to Building Character: A Guide to Character Creation as told by some fat guy on the internet without credentials! This time on Building Character I’m going to take a look at turning the mechanics of your hero (the feats, powers, and weapons) into character traits. Now admittedly this isn’t my strongest area of expertise as I’ve mostly built optimized characters as sadly 4E is not a system built for flavor when it comes to the mechanics. Still, even a min/maxed character in 4E can still take a look at their mechanics and think character, so let’s start where we left off.

The first major decision I have to make excluding class/race is my main class feature, and for the Scout it’s a choice between Flashing Blade Mastery and Spinning Axe Mastery. Basically these two choices boil down to whether you want to have a light blade or an axe as your off hand weapon, and admittedly I chose light blade for mechanical reasons, but there was a character reason as well. When I think axes I tend to think of them as more savage weapons than your classical broadsword or halberd. When I think of a scout using axes I tend to think of them as a much more primitive or primal sort of scout—like the scout of a tribe of Half-Orcs or something. My initial idea for Caitlin was to have her as a soldier, so the idea of a more traditional sword user struck me as more appropriate. In addition I’ve seen light blades used by humans as a more refined way of fighting, sort of like the elegant counterpart to the more tradition broadsword and shield fighter. This is what initially led me to think Caitlin would have a more noble upbringing, but since Wyrmwick has no monarchy this idea eventually led to having some relation to the councilmen, but I’ll get more into that later.

After picking a class feature it was time to look at stats which quite honestly is where you really do need to put character aside unless you’re dead set on wanting to play a stunted character. It works for some people, but in general playing a moderately intelligent mage or a fragile fighter will get you killed in 4E, so you have to go along with the system here. Now as an elf Caitlin received a natural bonus to her Dexterity (her attack stat), and a secondary bonus to either Wisdom or Intelligence. I went Wisdom as it has the chance to affect a few powers down the line, and simply let the builder build an array from there. It ended up giving me one last point to Strength (understandable), and making Charisma my dump stat. I was a bit weary on that latter point. Charisma is a dangerous dump stat in my opinion because that naturally makes your character less diplomatic which I was already very poor at, so I swapped Charisma for Intelligence. Since my Dexterity was already 20 and I didn’t figure Caitlin would be the party’s Arcana/History checker, there was next to no point in investing in Intelligence. At that point though I made a note about having a below average Intelligence as that’s something I could always work into the story.

It’s natural to have a dump stat in a roleplaying game, so my advice would be to find a reason to justify this weak stat. For example a mage with 8 or lower Strength can explain as they spent their life studying and as such their arms have become frail. A cleric with low Dexterity could say they suffered an injury as a child and that has made them flatfooted. For Caitlin I explain her low Intelligence is due to her never being properly educated which I can then explain in her backstory as she was raised as servant and a warrior so her education was always a little handicapped.

With skills you have a good opportunity to explain why your character is trained in one area over another. For example when I built Caitlin I was allowed 5 skills, so I took Nature, Perception, Stealth, Acrobatics, and Athletics. Nature and Perception were shoe-in choices as they’re keyed off my secondary stat (Wisdom) and I receive a race bonus to them for being an elf. Stealth and Acrobatics were also givens as they were based off my primary stat (Dexterity), so they would both be solid skills. For my final skill I had a few options. I could go with Heal and get another Wisdom based skill, but ultimately I decided on Athletics. As I looked over the skills I picked prior, I took note of Stealth and Nature which for a city-based soldier (particularly one of noble relation) seemed like odd choices. I started to think why Caitlin would be skilled in something like that, and I thought about what if she was an experienced hunter? What if, as a soldier, she was trained to live off the land and as such as learned to hunt animals in the wilderness? It would be an easy way to relate all of my current skills (Perception to spot, Nature to track, Acrobatics to balance, and Stealth to sneak up), and as such taking Athletics to help trek through the difficult landscapes of the wilderness felt like the right choice. I started to figure if I built my Scout as a soldier using light blades then mobility would be key to their fighting style so having good Acrobatics and Athletics skill fit that concept quite well.

As I move onto powers I find myself a bit stuck for advice because here’s where you make or break your character in 4E. If you pick powers based on how they work for your character concept as opposed to what they actually do in battle you have a very good chance of ending up with a crippled character. For example if you choose to only take cosmic powers as a Sorcerer you might be building a very thematic character, but they might not be right for what your character needs to do. Sometimes theme and mechanics work well, but sometimes they don’t and then you may need to come up with a reason why your Tempest Thunder Mage is using a fireball spell. My recommendation is to instead ask your DM if you can reflavor the move so the attack is thunder related. Since your powers (or in some cases lack therefore of) define your class, making sure they are justified should be extremely simple. Don’t fret if you do have to take the odd power that you just can’t reflavor to work—just try to think of a way to justify it in character, or ignore it and just handwave it so no one questions why the flail wielding Knight is using a move that’s supposed to slice the opponent’s legs off.

Since Caitlin was an Essential’s Scout she didn’t have many powers to pick and thus I don’t have much from a recent personal experience to speak from, but with Juliet I remember often times struggling to find a power that was effective yet still worked for the concept. For example I remember often debating about whether it would be appropriate or not for Juliet to take a summon, and before I respeced her to become a Sentinel I had penciled in that she would take Summon Shadow Ape at level 5. When it comes to mechanics in 4E and character developing, don’t stress the small stuff. Take powers that you know will be fun over ones that perfectly represent your character because the fact is that 4E is heavily focused on combat and if you have a terrible build you won’t be able to enjoy your character for very long anyway.

However, when you get to equipment you can start to really play with what these choices mean to your character. For example, instead of debating between more accurate proficiency or a larger damage dice, ask why your character learned to fight with a battle axe instead of a broadsword, or why your character has a magic implement. In some cases your character may start with magical equipment and this is your opportunity to include a great in-character reason for it. For example, Caitlin started with a +1 Magic Rapier. I justified this in character as saying the weapon was a gift from Alpert and it holds personal meaning to her due to very personal touches on the blade. Heck, I even named that weapon (Correlon’s Thorn for those who care, though the name seems ironic now). In fact naming your weapon is actually a great way to add a personal touch to your equipment. Anyone can own a +1 Broadsword, but only King Arthur wields Excalibur.

I say that knowing full well that Arthurian nerds are going to explain how wrong that last example was.

What I’m suggesting with this article is not to look at your character sheet and see nothing but numbers. If you want nothing but numbers, then you really want an MMO. Try to find reasons that justify the numbers. Look at your 18 in Charisma and figure out how people react that—I mean an 18 in Charisma would make you a very memorable presence afterall. Try to explain why your character has a 13 in Stealth at level 5. For Caitlin I explain her choice in weaponry as being a more refined type of soldier as she’s not a standard troop in the Wyrmwick army, but rather a personal bodyguard/servant for a councilman. I explain her skills as being taught to her by elven trainers that Alpert paid for so that Caitlin would be able to learn the same skills she would have learned from her parents.

I would suggest that players new to adding this kind of depth to their characters really should avoid trying too hard. The fact is that you can create a brilliant and memorable character without ever thinking why they chose a spear or a flail as opposed to a sword. Sometimes you just like a choice and that’s all the justification you need to make it. The fact of the matter is that D&D and tabletop in general is meant to be fun, and if you’re getting frustrated coming up with a reason why your dwarf is trained in stealth then you’re not doing right. Also you made a ninja dwarf, and that is awesome.

On the next edition of Building Character we’ve finished building our initial mold, so now it’s time to detail them. I’ll look at names, gender, and all the little details that get your character ready for the big time.

Until next time, Namaste!

Thursday, April 7, 2011

Building Character: Starting at Scratch

Since I started posting my character backstories and the From Their Eyes series I’ve been receiving compliments on the way I build and craft my characters, and I figured I could take advantage of this praise and give it back. See, I know a lot of people struggle to make their characters anything more than assorted numbers assigned to different stats, and they’d like to build a character with y’know… character. I want to help in this aspect, because if those people appreciate my characters, then they might also be able to learn from the process I use to make them. That’s what this short series, Building Character, is all about. I want to take you all through a step by step process of how I build my characters (with Caitlin Cormac as the headline example), and how you can get into the roleplaying aspect of the character during any part of the process. Without further adieu, let’s start at the beginning of character creation: conception.

Before any idea comes to fruition it is first thought up, and since I’ve yet to reach a point where I can manipulate the fabrics of the dimensions of time and space I am also bound by these rules. When I decide to create a character I decide whether I’m building this character to compliment or contrast an existing party, or if I’m building whatever the fuck I want. Some players subscribe exclusively one way or the other, but for me I try to go based off of the party composition and who has decided on what. If no one has any clue and isn’t in any rush to decide I usually take initiative and create what I want, but in general I find I enjoy characters the most when they’re pigeon-holed during the creation process as it often lets me come up with concepts I might not normally consider.

In the case of Caitlin I built her to fit into what the party needed while also building her partially to be own whims which I’ll get into down the line. To explain what I mean you have to notice the party’s composition: Dhother (Controller), Denora (Leader), Drew (Striker), and Jonn (Defender). With all of the major roles covered I had the ability to pick any role I wanted. I eventually settled on either a Striker or a Defender as it had been a while since I played a Striker and I just love playing Defenders. After doing some test builds I decided upon three “Test” characters: a Drow Sorcerer, a Human Swordmage, and an Elf Scout. At this point these characters were labeled “Test 1”, “Test 2”, and “Test 3” respectively, but character was still on my mind as I’ll speak about in a moment. First I want to note why I picked those classes.

For Sorcerer and Swordmage I decided upon those classes so the party had someone arcane related in the group. I’ve noticed that Arcana checks can be quite important to the game from a mechanical and storytelling perspective, and I thought it would be essential for the group to have someone skilled in that art. At the same time I saw that Nature checks can be just as important, and without Kithra the party really didn’t have any character well versed in Nature. There was also a secondary bonus to the Sorcerer class because their main stat is Charisma and the group also lacks a CHA-based character to help with Diplomacy and Bluff checks. All of these characters fit a purpose in the party, and could be essential to the group dynamic.

In addition the races also held a bit of importance, or at least the Drow did. When I looked at races I tried to find races optimized for what I was trying to do because while I’m not necessarily a min/maxer, I do try to build strong characters so I get to enjoy playing them in the inevitable encounters. For the Storm Sorcerer I was building I found the Drow to be perfect and after thinking back to the second session of the campaign I figured I could work the history very easily into the Drow slaving angle. I even had a vague backstory that my character was taken from his/her home as a slave but escaped via their natural magic with the added twist that in order to escape in time he/she would have to leave a very close friend or family member behind. I even came up with an added twist on top of that, but I’ll keep that one in my pocket.

I came up with stories for the other concept as well, but again these were vague. For the Swordmage I just had the idea that this character was a soldier who came across an ancient lost magic either by accident, or it was forced upon him/her by an old mage. For the scout all I decided on was that I wanted to be a soldier of some kind, but more royal and urban in concept than some mercenary who spends their lives living in the woods. As you can see, these backstories were far less detailed during the conception phase because they didn’t work off of something established by the campaign. Usually working off what the DM has already set up works far better than trying to introduce a new concept into the campaign. If the campaign is one where Dwarves are a forgotten race that hasn’t been seen in years, try playing a Dwarf. If Warforced are mechanical golems built by the Dwarves as guardians (as they were in my brief campaign a few months back), try playing a Warforged. If it seems like the way a story is built excludes a creature, work with your DM to come up with a way to work around that rule, like the Drow above; he/she was going to become a slave, but he/she escaped.

So when I narrowed it down to those three concepts I eventually eliminated the Swordmage for solely one reason: the race. I am tired of playing Humans, and I couldn’t find another race that worked well with what the Swordmage needed to do that wasn’t outrageously silly. For example I could have been a Genasi, but then I force Jason’s campaign to justify why walking physical manifestations of elemental chaos are chilling with the humans and half-elves. I’ll explain more in a later edition of this series why the Human thing bothered me so much, but suffice it to say I was tired of playing Humans and thus I turned down the Swordmage.

Looking between the Scout and the Sorcerer I had a hard time picking. The Sorcerer, by nature, was far more useful to the party in my eyes. Their main attacks key off Charisma which would help with Bluff and Diplomacy, their arcane power source meant he/she would have at least a tolerable Arcana check, and at the time I was under the impression that Drew was solely a front line fighter (I forgot he did the crossbow stuff), so being in the back would be beneficial. Still the Scout had advantages too: high Nature and Perception checks to help out the party, added bonuses to Stealth and Acrobatics which might come in handy, plus the overall simple nature. I’ve been falling in and out of love with 4E recently, and the Essentials Scout felt like a nice step away from the massive assortment of powers I had to debate on picking for the Sorcerer.

The Scout was simple. Pick a few class features, and then go to feats. I would love for the Scout to get supplemental material down the line (especially for their piss poor Wilderness Knacks), but I appreciate the simplicity in building a class who simply uses MBA (Melee Basic Attack) each round and works from there. Obviously I don’t need to tell you which class I picked unless for some reason you were convinced Caitlin was an albino Drow who her manifested lightning into pointed blades and decided to run into the frontlines of combat like she had a death wish. Why did I choose Scout over Sorcerer though? Again, Sorcerer really had more advantages to it especially with the added Drow backstory, but I just really wanted to pull back from the heavy power emphasized classes that I’ve become a bit overwhelmed by. Also I have a soft spot in my heart for the Scout class because it was the first class I ever played in D&D… but that’s a story for another day.

So how do you turn this concept of a character into a story? Simple. As I’ll say often during this series, ask questions while you make the character. When I first picked Drow for the Sorcerer I asked “How would this character react to the Drow slavery” which then got me to asking “What if this character was involved with the Drow slavery?” It really doesn’t have to be specific as that though. This is the concept stage and at this point you should have a vague idea. Consider your character to be a round featureless blob. By the end of conception you should see contours and curves along the circumference to show that progress is being made, but save the big stuff like details for later on. Right now, keep it blob-like because marrying yourself to a story at this point might shackle your own creativity.

That’s all I’ve got to say on conception right now. This stage is basic, but the principle is important: play what you want. Even if you’re building the character to fit into the party’s dynamic, make sure you’re allowing your own personal preferences to influence the decision; otherwise you’re just wasting your time. However at the same time, be open to experimentation. Even ideas that seem bizarre or out of your comfort zone can be a lot of fun and help expand your ability to be creative. Give certain obstacles a try, and remember to have fun. I shall return again soon with the topic on how to turn mechanics into character.

Until next time, Namaste!