Character Creation

DongShenYin said:
Um... what else can I have the players do?

A rule I have used for a long time is that players have my permission to "make stuff up on the fly, so long as it doesn't contradict something that's already been stated for the campaign."

It requires a level of trust though. When the player chooses, for instance, to have met an NPC before, it can be tough to adjudicate how that came together. So I also require a lead in time. For instance, if the one of the players wants to create a new NPC that is his characters distant cousin from the next town over from his home hamlet, I prefer to know this before he travels there.

It took a long time to really adjust to for some people, but they seem to enjoy it when it works. Plus, it's always fun to put a spin on one of there ideas and see how they deal with it.

That's one of the things I try, but I know it's not for the majority of gaming groups.
 

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DongShenYin said:
Um... what else can I have the players do?
A friend of mine yoinked this idea off rpg.net, and was very pleased with it:

Write up a bunch of index cards, each with a somewhat vague plot hook, NPC contact, or background detail on it. Deal 'em all out face-up, let the players look them over, and then tell them to pick the three or four that they like the best. Stuff like "your uncle, who has always treated you as his own child, is involved in a criminal organization," for example.

Then, if they like, they can add details to what's written on the card, or you can do it for them. Mostly this is a technique to help players who don't really enjoy writing up lots of detailed background or plot hooks but would probably enjoy having a detailed background and plot hooks. It's a way of giving them stuff that they know can and will be incorporated into the game. Later on in the game when the party is messing around with some kind of crime investigation, that player can say "Hey, I've got an uncle who could help us out..." and you're set.

The other advantage is that, as a GM, you can prepare things to fit the cards well in advance of starting the game or even knowing who the characters are. You can work out the details of the criminal organization and make notes on the uncle, and just come back later on to make a note about which PC selected that card and any new details you want to add to focus it better.


Another idea is to have at least one full session before the game starts devoted to character generation, and to encourage the players to collaborate on backgrounds and plot hooks. Get 'em talking to each other and brainstorming reasons why their PCs hang out together, what kinds of things they want to do in the game, and so on. (That this also lets you spot potential problems before they appear in the game is just gravy.)


Giving in-character rewards (extra stat points, better resources, etc.) to PCs whose players come up with good backgrounds can work, too, but you have to worry about whether some of your players will get annoyed because their work schedule or home life doesn't give them as much time to write up stuff like that as someone else in the group has.

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it's also advisable to let the players know that you really want plot hooks
ryan
 
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knifespeaks said:
Start 'em off at 0 level and have them roleplay their way to level 1 and a class. Only takes a few hours, an encounter or two.

Ahh 2nd ed gotta love it.

There are no 0-level characters in 3.0/3.5.

There are NPC classes (like aristocrat, warrior, etc.) and PC classes - which are more powerful. For example the warrior is a fighter-lite.
 

I like the idea of just asking for plot hooks.

Rewards also work well. Offer 100 to 250 XP for a one page background for a starting character. Optionally, create a character questionnaire and offer XP for filling it out and handing it back.

http://www.roleplayingtips.com/character_questionnaire.zip

Don't ask for too much though, some players are turned off by homework. What may seem minimal in the extreme to you could be a dreadful amount to someone else.

-Dave
 

irdeggman said:
Ahh 2nd ed gotta love it.

There are no 0-level characters in 3.0/3.5.

There are NPC classes (like aristocrat, warrior, etc.) and PC classes - which are more powerful. For example the warrior is a fighter-lite.


Sure there are 0 level characters in 3.5. You just make 'em :)

Easy-peasy.
 

irdeggman said:
Ahh 2nd ed gotta love it.

There are no 0-level characters in 3.0/3.5.

There are NPC classes (like aristocrat, warrior, etc.) and PC classes - which are more powerful. For example the warrior is a fighter-lite.

This is necessarily true only in 3.0/3.5 campaigns wherein the GM has little to no imagination. In any other type, it's not hard for there to be. And, it's obvious that there ARE 0 level "characters" in existence, because at first level characters start out having skills. They weren't born with them, they didn't pick 'em up spontaniously, hence these skills were obviously learned somehow.
 

I like the idea of index cards with plot hooks. I think I'll combine that with brainstorming. I do intend to spend the first session in brainstorming/character creation. I thought I'd ask thought-provoking questions other than "where were you born" etc. Thanks!!! :D
 

I have a similar approach to the index cards. Yet I normally see what type of party the group would like. I insist that the part have a reason to be together so I usually propose something first. For example, I'll ask if the group would like to play a party who are minions or allies of a certain temple. If they group agrees, then I'll try to make a list of possible character scenarios. In our current game, the group voted to play a group tied to an Empirical Legion. I then suggested certain character types that would fit in such a group, and I also suggested certain hooks that could come into play down the road. I'm not necessarily rail-roading as I try to provide more than enough ideas. Well at least many more character ideas than we have players.
 


irdeggman said:
Ahh 2nd ed gotta love it.

There are no 0-level characters in 3.0/3.5.

There are NPC classes (like aristocrat, warrior, etc.) and PC classes - which are more powerful. For example the warrior is a fighter-lite.

Just for the record, (and I don't know if this was retained in 3.5), on page 40 of the 3.0 DMG there are rules for "Apprentice Level Characters" who are effectively level 0.
 

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