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How to build an indepth character

To me the most important question is:
  • How did you meet the other members in your party? Let the players do some of the work and you just use it. ;)
 

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Getting players to give you backgrounds doesn't always necessarily suit your purposes as a DM. I think it's important to acknowledge that what you're really asking your players for are adventure hooks, or complications/interesting wrinkles into future adventures.

I dislike questionnaires, as it seems a bit like homework or filling out a census form. Besides which, sometimes you want to gradually work out this information over time, revealing more and more about the character as the narrative progresses.

I also try to avoid players writing spectacular backgrounds that span multiple pages and involve scores of NPCs. Although they can be quite good and add a lot of depth to the campaign, I can never possibly incorporate all of the material and the player might get upset if I don't. You also risk having the other players feel like one player is "stealing the show," becoming the campaign's star because they happen to be better at narrative prose than other players. Not only that... But spectacular backgrounds make adventuring seem mundane by comparison. I want the current adventure to feel like the most exciting thing the character has ever done, not just another footnote between their other exploits.

For these purposes, humble or ill-defined (at least at first) origins can suffice, and in some cases, are preferable.

When I have players create characters for my game, we sit down and discuss their character before they enter play. Here are my major areas of concern when introducing new characters:

1) What was your family situation and childhood like? Happy or not? Did you get along with your parents and family? What place do you think of as "home?"

2) How did you acquire your current skills? How did you learn to become a fighter/wizard/cleric/whatever?

3) Why did you decide to become an adventurer? (Note: this is the single most important thing to me, it's essentially their motivation, and I always put in material specifically to play to a character's motivation).

4) What are some loose ends from your past that might come back to bite you in the ass or become a priority from you? (This is my general, "provide me with adventure hooks for your character" thing. I generally require players to furnish me with at least two loose ends for me to work into ongoing campaigns.)

I hope that helps. If you are interested in character design (from the narrative standpoint, not game mechanics-wise), I suggest you look into books about writing. There are several good books out there about character development for screenplays, novels and so forth, and these resources can help you create more engaging characters. If you have the opportunity, try to speak with a novelist or screenwriter about character development. I'm sure that you can learn a lot from people who do it professionally.
 

Another vote for the Central Casting books. A lot of great info in there.

However, I'd go out on a limb and suggest getting Dramatica Pro. It's software program for writing books, but it helps you get really in depth characters.
 

Getting players to give you backgrounds doesn't always necessarily suit your purposes as a DM. I think it's important to acknowledge that what you're really asking your players for are adventure hooks, or complications/interesting wrinkles into future adventures.

I disagree and agree.
-I think getting someone to know and get a feel for where there character is coming from and/or where they want to be, makes it easer to get into a good state of mind to be that character so to speak and enjoy the game more, I believe thats a DM's job. more or less

-I am to a degree rifling through pasts to find friend, foe and adventure, but I try to for the most part not tamper with it, i like players to come up with there own epic past. then if there's something particular of interest then i may run with it.

Also to add from the Bubble gun crisis d20 (theres actually allot of good stuff in there like this.)
1 What do you value most
1 money
2 honor
3 your word
4 honesty
5 knowledge
6 vengeance
7 love
8 power
9 having a good time
10 Friendship
 

Besides which, sometimes you want to gradually work out this information over time, revealing more and more about the character as the narrative progresses.
I totally agree with this: sometimes details just do not connect until you are faced with a need to think about them in a new way. All my best characters have started out as simple ideas (clichés and rip-offs), but grew because new facets of the world around them presented themselves allowing the character to be defined by connection or opposition to them.
-I think getting someone to know and get a feel for where there character is coming from and/or where they want to be, makes it easer to get into a good state of mind to be that character so to speak and enjoy the game more, I believe thats a DM's job. more or less
Unfortunately this requires the ability to quickly get into mind. Some people can't manage it that fast.
 

I've been using the following form recently:

[FONT=Verdana, sans-serif]CHARACTER MAKEUP[/FONT]


[FONT=Verdana, sans-serif]Character Name: _____________________________[/FONT]


[FONT=Verdana, sans-serif] Physical Traits:[/FONT]
[FONT=Verdana, sans-serif]Attractive ←-----------[FONT=Verdana, sans-serif]•[/FONT]-----------→ Ugly
Masculine ←-----------[FONT=Verdana, sans-serif]•[/FONT]-----------→ Feminine
[/FONT]


[FONT=Verdana, sans-serif]Illnesses/Injuries: _________________
Unique Quirks: ________________________
[/FONT]


[FONT=Verdana, sans-serif]Posture: _________________________
Voice: _______________________________
[/FONT]


[FONT=Verdana, sans-serif]Movement: _______________________
Gestures: ____________________________
[/FONT]


[FONT=Verdana, sans-serif]Typical Outfit: __________________________________________________________[/FONT]


[FONT=Verdana, sans-serif] Mental Traits:[/FONT]
[FONT=Verdana, sans-serif]Lawful ←-----|-----[FONT=Verdana, sans-serif]•[/FONT]-----|-----→ Chaotic
Good ←-----|-----[FONT=Verdana, sans-serif]•[/FONT]-----|-----→ Evil
[/FONT]
[FONT=Verdana, sans-serif]Pessimist ←-----------[FONT=Verdana, sans-serif]•[/FONT]-----------→ Optimist
Introvert ←-----------[FONT=Verdana, sans-serif]•[/FONT]-----------→ Extrovert
[/FONT]
[FONT=Verdana, sans-serif]Weak-willed ←-----------[FONT=Verdana, sans-serif]•[/FONT]-----------→ Strong-willed
Timid ←-----------[FONT=Verdana, sans-serif]•[/FONT]-----------→ Adventurous
[/FONT]
[FONT=Verdana, sans-serif]Passive ←-----------[FONT=Verdana, sans-serif]•[/FONT]-----------→ Aggressive
Devout ←-----------[FONT=Verdana, sans-serif]•[/FONT]-----------→ Atheist
[/FONT]
[FONT=Verdana, sans-serif]Conservative ←-----------[FONT=Verdana, sans-serif]•[/FONT]-----------→ Liberal
Frugal ←-----------[FONT=Verdana, sans-serif]•[/FONT]-----------→ Lavish
[/FONT]


[FONT=Verdana, sans-serif]Fears: ____________________________
Hopes: ___________________________
[/FONT]


[FONT=Verdana, sans-serif]Aversions: _________________________
Passions: _________________________
[/FONT]


[FONT=Verdana, sans-serif]Habits: ___________________________ [/FONT]

[FONT=Verdana, sans-serif]Other possible sources upon which to build character:[/FONT]


[FONT=Verdana, sans-serif]Zodiac Sign: _______________
Animal Totem: ______________
Metaphor: _____________
[/FONT]
[FONT=Verdana, sans-serif]Myth: _________________
Occupation: ________________
Archetype: _____________
[/FONT]


[FONT=Verdana, sans-serif]What does your character say about themselves?[/FONT]














[FONT=Verdana, sans-serif]What do other characters say about your character?[/FONT]














[FONT=Verdana, sans-serif]If your character could change one thing about themselves, what would it be?







(obviously, looks better in word)
[/FONT]
 

I disagree and agree.
< details of disagreement and agreement ruthlessly snipped for space >
Also to add from the Bubble gun crisis d20 (theres actually allot of good stuff in there like this.)
1 What do you value most
1 money
2 honor
3 your word
4 honesty
5 knowledge
6 vengeance
7 love
8 power
9 having a good time
10 Friendship
To that, let's add:
11 Become the character you were meant to be (e.g. Aragorn)
12 Learn the next great Karmic lesson that your present limitations still prevent you from even being able to conceptualize right now.
 

So, you're finding it difficult to convince players to give you information about their characters that universally screws over those characters?

It doesn't have to universally screw them over.

For one thing, those old connections can be used in the player's favor, on occasion.

For another thing: I'm putting together a Deadlands game - in that system, if a character takes a Hindrance based on something in their history, they get a Fate Chip (the game's version of Action Points and XP rolled into one) if and when that Hindrance actually hinders them in some way.

There's no reason why you can't do something similar in a D&D game: if the player gives history information, and it is used against them, they get Action Points or extra XP or some other reward for that session.
 

There is so much going on in an RPG that an elaborate backstory can be a hindrance. Plus, you don't want a character whose most interesting life events are behind him. I usually start with, "My character is named X. He is a ___ who ___." Then you figure out why he's with the other group members, what motivates him to adventure, and a few mannerisms, catch phrases, and habits.
 

Backstory is overrated. You should focus on a few key details and handles for the pc, and build things up from there. So you might do something like this:


Name and describe each of the following, and try and make them distinct, if not seperate:

An event or person from your past that is likely to give you an advantage in the story?

An event or person from your past that is likely to come back and haunt you or prove a liability in the story?

An event or person from your past that has shaped your PC's personality and/or long term agenda?

An event or person from your recent past that set you on the path to adventuring?
 

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