innerdude
Legend
I had an interesting experience a few weeks ago. We were building level 5 characters for a very, very short 5e, 3-session mini-adventure.
And I'm not sure what happened, but I somehow stumbled on a really interesting character concept and personality that resonated with me.
I ended up playing a halfling fey-pact warlock, but envisioned him as being a bit jaded, and a bit fed up with all of the "nonsense" and social niceties most people wear as masks, brought on because he was a widow, and his adult son had already left the nest to make his own way.
There was just something about the way I set up his powers and incantations that sort of made it easy to picture what this character was about (combat- and nature-skill focused, with Pact Blade and Shadow Armor, and Fly as his level 3 spell, to of course go with his ranged eldritch blast).
It was interesting, because it was really easy to play that character for those three sessions.
On the other hand I've created characters where I didn't even begin to know who they were for 6-10 sessions, but even after that never really had a full grasp on their internal mentality / attitudes.
So I'm wondering what other people's experiences with this are --- what system, group, or other factors combine to make a character interesting, internally realized, playable, and memorable?
And I'm not sure what happened, but I somehow stumbled on a really interesting character concept and personality that resonated with me.
I ended up playing a halfling fey-pact warlock, but envisioned him as being a bit jaded, and a bit fed up with all of the "nonsense" and social niceties most people wear as masks, brought on because he was a widow, and his adult son had already left the nest to make his own way.
There was just something about the way I set up his powers and incantations that sort of made it easy to picture what this character was about (combat- and nature-skill focused, with Pact Blade and Shadow Armor, and Fly as his level 3 spell, to of course go with his ranged eldritch blast).
It was interesting, because it was really easy to play that character for those three sessions.
On the other hand I've created characters where I didn't even begin to know who they were for 6-10 sessions, but even after that never really had a full grasp on their internal mentality / attitudes.
So I'm wondering what other people's experiences with this are --- what system, group, or other factors combine to make a character interesting, internally realized, playable, and memorable?
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