How fiction writers approach character generation


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I do that...sort of. And I play HERO.

Really, it's not something every writer or character needs, but something like that can really help a writer maintain consistency with his characters' motivation and actions, and through that, storyline continuity.

Plus, it can be mined for plot ideas...
 
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Not only do I think that is somewhat over the top, I think going into that much detail at the outset might actually be detrimental to your game. (I do note that the form specifies that all fields are optional.)

The thing is, if you lovingly fill such a form in for your character, you've just created a whole load of information, much of which will almost certainly never crop up in the game. That's a waste, but not itself a problem.

But by detailing all this stuff, you immediately close off a whole load of other options. What happens if you have a better idea later? Indeed, what happens if your character is written as an only child, and you suddenly find that the plot needs you to have a kid sister? (That really can't end well...)

I've gone back and forward on the question of how detailed character backgrounds should be. Ultimately, I came to the conclusion that they should be about as detailed as any of the crew of "Star Trek: TNG" at the start of the series - we know a few things, but there's a whole lot that is yet to be detailed (by the player or the DM) per the needs of the plot.

And, as a rule of thumb, I ask my players for three or four factoids about their characters:

The anecdote, which is a single fact about their character's past. (Example: "I was once a Jedi Knight, the same as your father.")

The quirk, which is a single statement about the character's present. (Example: "He's a card player, a gambler, a scoundrel. You'd like him.")

The goal, which is a single statement about the character's future. (Example: "I want to learn the ways of the Force and become a Jedi like my father.")

And, in some campaigns, the secret - some secret the character wants to know, or something that he doesn't want others to find out. (Example: "Obi-wan never told you what happened to your father...")

This has the advantages of being simple, being quick, and producing nice, vibrant and iconic characters. Plus, it gives loads of room for further expansion.
 

... what happens if your character is written as an only child, and you suddenly find that the plot needs you to have a kid sister? (That really can't end well...)

I agree with most of your post but on this specific point, I say, it can be totally hiliarious if done right. My games can best be described as "ultra-violent sit-coms" so maybe I see more utility in that than some people. But finding out that a PC has a whole load of half-siblings can introduce a lot to a campaign.

The thing is, if the player used a form like this at the outset, the GM is going to end up using that ploy more often than would ordinarily be necessary. This is why I do not like this form.
 


Speaking as both a gamer and a fiction writer, the short answer is "yes." Erm, "no." I mean, yes it's over the top, and no, the OP isn't the only one to think so.

Something like this can be a great exercise when you need to hone a concept and really solidify a character who's remaining stubbornly fuzzy in your imagination. But I don't think there's any advantage in specifying all this stuff about a character with a well-defined personality who is coming together nicely.

And I totally agree with delericho that trying to establish this much detail at the outset is probably counterproductive. I think it's best to launch a character in a pretty sketchy form, with the broadest elements of character, personality, and background painted in a broad brush. Then layer on the detail as the game progresses, the world establishes itself, and a chemistry begins to develop among the PCs.

If I were to ever use something like this, it would probably be after maybe the third adventure in a campaign. When players have become comfortable with their characters, but might benefit from a little prodding to start filling in the details--in particular details that I, as a GM, might be able to riff off of. But the degree to which players fill it in would be optional.
 

If you use it at the pdf's instructions - Not at all over the top. It mentions there is no need to fill it all in and that it is there as a guide for inspiration and areas to potentially think about.

Now if someone really DID fill out every single question about every single character they made. Yes, that would be over the top. :)
Smoss
 

I think it's useful. A bit too detailed, but definately useful. If you use a program like New Novelist or Dramatica Pro they do ask questions like those found on that form. However, the thing about that is it's primarily for a novelist, not someone who plays RPGs. There is far more room for tiny details when prose writing than there is for creating a background for a player's character.

Once in a while though, I like to use a system like Central Castings' Heroes Of legend or the background generation found in the Hero Builders' Guide Book as well.

But most of the time, a general physical description, and a two to four paragraph summary of his background is good enough for me.

And when I become fond of a character, I like to draw him as well.
 

And when I become fond of a character, I like to draw him as well.

YES!

A handy tip: if you have old-school copyediting skills and/or a copier or scanner, get your hands on some old Champion/HERO rulebooks. The character sheets in those books have athletic silhouettes in heroic poses that you use as templates- you can draw over them to create images of your characters, even if you don't have much artistic talent.
 

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