How do you Build your Character?

Hussar

Legend
Ok, first off, I'm not talking about the mechanics side of things. There are people who do that WAYYY better than me. :)

I'm talking about where do you start when you want to make a new character? The reason I ask is I'm currently playing a Gnome Binder in a 3.5 game and it's taken me a heck of a long time for this guy to develop any personality. It took me a while to figure out why that was and here's the thing. This is one of the first characters I ever made from a mechanics first perspective.

Usually when I make a character, I try to envisage a personality. What's he like, what does he want, goals, enemies? That sort of thing. Once I have a fairly decent picture in my mind of what this guy is like, then I go and start picking class and whatnot. My last character, a priest of St. Cuthbert who wanted to burn all the sinners started exactly this way. I had his personality hooks first and then his class.

So how do you do it? How do you breathe life into your characters. My poor gnome didn't have much of a personality until he failed his first binder check. Now, almost all his personality comes from failing binder checks. :) Loads of fun. But, man, it took a long time. And, if he makes all his checks, he's back to being really boring again. :'(

What do you think is the best way to build a character?
 

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Fallen Seraph

First Post
Well, I usually like to know first and foremost what themes, ideas, focus, etc. the plot/setting will be oriented around. This can really get my brain going, if it is a urban campaign with *put interesting aspect here* then I can focus myself on that. Also in the same theme though probably more since I like drawing/visualization is "Colour Themes", it just works really well for me.

From there once I got a idea of what aspect I want to focus on I usually develop how the character will act out, not backstory or personal goals or what not. Simply how the character reacts to stuff to fit the theme I am going for.

Then finally I build a background, NPCs, etc. that fit with this. This I find you need not spend as much time on since it can always be expanded upon in-game. You come to a place that would make sense for your character to have traveled to BAM! there is a NPC you know in the city.

Obviously after all that comes mechanics.
 

fba827

Adventurer
it really depends on my mood.

-sometimes i pick personality archtype first and then build out that way
-sometimes i pick a race or class that has some feature and build my pc based on the 'personality' of that feature that excited me
-sometimes (yes, i'm serious) i will just roll a dice and have it pick my race, then repeat to have it pick my class, then i'll roll using the npc personality table, and then i work out the details on how those 3 results work together -- a couple "not my types" but i find a lot of fun that way too (of course, i am fairly 'go with the flow' and can have fun with most things... not all.. but most)
-sometimes something in the campaign plot just triggers a thought in my head for a good background and i just work from that

so, my point, it all depends on my mood at the moment and i pretty much do one of a wide variety of things
 

Lanefan

Victoria Rules
it really depends on my mood.

-sometimes i pick personality archtype first and then build out that way
This.
-sometimes i pick a race or class that has some feature and build my pc based on the 'personality' of that feature that excited me
And this.
-sometimes (yes, i'm serious) i will just roll a dice and have it pick my race, then repeat to have it pick my class, then i'll roll using the npc personality table, and then i work out the details on how those 3 results work together -- a couple "not my types" but i find a lot of fun that way too (of course, i am fairly 'go with the flow' and can have fun with most things... not all.. but most)
Aaand this too. Often any ideas I might have going in get amended or twisted or even thrown out completely depending on what the dice give me anyway, so I'm usually ready to adapt.
-sometimes something in the campaign plot just triggers a thought in my head for a good background and i just work from that
Or someone else will suggest a character or personality and I'll run with it.

And, occasionally, I'll end up in the same spot you're in with your Gnome, where nothing leaps to mind at all. All I can do there is come up with some sort of odd accent to make it distinctive and then hope something comes up in the game that I can use as a hook. (one suggestion: find a table for such things and roll a random previous profession e.g. jeweller, farmer, etc. - that alone can trigger an entire personality)

Lanefan
 

wayne62682

First Post
I follow the following steps:

1) Talk with DM to find out what the tone/theme/plot of the campaign will be.

2) Talk with other players and find out what they're planning on playing, to ensure group cohesion and make sure that we have a reason for adventuring together; typically I like my character to have ties to at least one other PC.

3) Come up with concepts that fit the tone and theme of the campaign (gleaned from #1) exactly; I like to play to the game and make a character who really gels with the overall setting - if the campaign will revolve heavily around undead and a vampire lord as the main villain, my character will be a devout paladin, and the vampire lord killed his wife and child; if it's courtly intrigue then my character is a loyal retainer to the king (or alternatively a revolutionary set on removing the evil tyrant). This doesn't always work due to DM secrecy and/or the "The campaign is whatever you guys decide" (which, as an aside, I absolutely HATE).

4) Flesh out said concept.
 

The ease of character design is really dependent on the amount of info I have about the game. If someone says "make up a character for a D&D game, we are starting at 1st level" then I will probably show up with just a sheet of stats and little thought about the character aspect until I know more about the game.

With a slight amount of information about the game, an actual character is much easier to come up with.

What info did you have about the game/campaign before you created your character?
 


Typically I let the dice build up a structure of ability scores and from there I think of the third thing that comes to mind to signify those stats. In a game that's more of a one-shot or is more cliche driven (like Feng Shui) then I'll take the second thing that comes to mind.
 

Piratecat

Sesquipedalian
The last character I made from a mechanics-based perspective (a psiwarrior dwarf) turned out to be really bland. Nowadays I decide on the class and then imagine a roleplaying hook. I then build the character from there. It helps if I imagine what he or she sounds like, how he'd move, and how other people generally see him. Sometimes I consider who I'd cast in the role if it were a movie; that helps me get a handle on how they react.

That's one of the reasons I am loving the Character Builder; once I have a concept, it takes ten minutes tops to flesh it out mechanically.
 

Lord Ernie

First Post
I'm not entirely sure where the process starts, in most cases. I tend to have lots of potential character conceps floating around in my head, so I'm usually capable of coming up with an interesting enough character (at least, IMO) relatively easy. I usually follow these steps:

  1. I see what everyone else is cooking up, both personality-wise and mechanics-wise. I'm usually the last to actually start designing my character, and I like to fill in 'holes' in the group. When I find that hole, I start gathering ideas for characters that would work well in that position.
  2. Once I've got a rough concept in my head (which can be very generic, or very specific, depending on how well I know the system I'm working with), I start working on the mechanics. What classes would fit the concept & the group, and also work to be an effective character once I'm done (e.g. I've never played a pure-classed bard in 3.0 ... it works as a concept, but not very well mechanically)?
  3. Now I add the two together, and start working on specifics, be it spells, feats, combat style, or even race.

Example: I recently played a couple of sessions of the Pathfinder beta (one of my friends who DM's is very reluctant about 4E), and had to make a character. I knew the other characters in the group would be a rogue, a fighter, and a bard, so I started thinking of a support character who still could help out in combat. I looked at the system, and came upon a cleric, which with the right domain picks and such can be a very effective combat character, but mainly heals and supports. Then I studied the gods and the races, and with some brainstorming I came up with a Half-Orc priest of the god of wine, freedom, and bravery, who's half-drunk most of the time, loves taking risks (or rather, doesn't really consider them), and tries to inspire his comrades to bravery with boisterous (bad) singing and bad plans.
 

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