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Question of Character Details
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<blockquote data-quote="prenzie" data-source="post: 6929821" data-attributes="member: 33535"><p>That sounds like enough to me. If it were my campaign, the relationships section would also include at least one, maybe more, relationships to NPCs, as those are a really important tool for the DM to direct the story (especially when it gets offtrack).</p><p></p><p>This may be more of a suggestion for the NPCs in the adventure, which could also be incorporated into the pregens, but a lot of modules go on and on about NPCs backstories without ever giving the DM a portrayal they can use at the table to make the character come to life. A character whose hair is always in her face or in her mouth, or who likes to lean in too close and whisper, or holds his head back to look down his nose at whoever he talks to--these details are gold for when the DM has to switch quickly back and forth between various NPCs. The physicality of these mannerisms helps her "find the character" quickly.</p><p></p><p>The reason I think this might be relevant to the pregens is that often the lamest PCs in many a campaign I've played in have been those with long involved backstories--but no particular individuating details to actually portray at the table, no mannerisms, nothing to make that character distinct in actual play. Such actor-like details should certainly be on the pregens' sheets.</p><p></p><p>Finally, the most important part of the pregen personalities, that I think really needs to be there for the players, is their weaknesses: In what situations is this character going to make a suboptimal decision or get the whole party in trouble or run away or flake out or whatever. Nothing has made for more memorable PCs in my past campaigns than characters with strong, known weaknesses to their personality--and this gets glossed over too often in Pathfinder campaigns, I think.</p><p></p><p>(In my campaign, no more than once a session, when a player makes a wrong or strongly non-optimal choice for their character because it would be what their character would actually do, given the flaws of their personality, I reward them with one of the Flashback cards Paizo put out a few years ago.)</p><p></p><p>Anyway, those are my thoughts.</p></blockquote><p></p>
[QUOTE="prenzie, post: 6929821, member: 33535"] That sounds like enough to me. If it were my campaign, the relationships section would also include at least one, maybe more, relationships to NPCs, as those are a really important tool for the DM to direct the story (especially when it gets offtrack). This may be more of a suggestion for the NPCs in the adventure, which could also be incorporated into the pregens, but a lot of modules go on and on about NPCs backstories without ever giving the DM a portrayal they can use at the table to make the character come to life. A character whose hair is always in her face or in her mouth, or who likes to lean in too close and whisper, or holds his head back to look down his nose at whoever he talks to--these details are gold for when the DM has to switch quickly back and forth between various NPCs. The physicality of these mannerisms helps her "find the character" quickly. The reason I think this might be relevant to the pregens is that often the lamest PCs in many a campaign I've played in have been those with long involved backstories--but no particular individuating details to actually portray at the table, no mannerisms, nothing to make that character distinct in actual play. Such actor-like details should certainly be on the pregens' sheets. Finally, the most important part of the pregen personalities, that I think really needs to be there for the players, is their weaknesses: In what situations is this character going to make a suboptimal decision or get the whole party in trouble or run away or flake out or whatever. Nothing has made for more memorable PCs in my past campaigns than characters with strong, known weaknesses to their personality--and this gets glossed over too often in Pathfinder campaigns, I think. (In my campaign, no more than once a session, when a player makes a wrong or strongly non-optimal choice for their character because it would be what their character would actually do, given the flaws of their personality, I reward them with one of the Flashback cards Paizo put out a few years ago.) Anyway, those are my thoughts. [/QUOTE]
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