The list could look something like this:
Importance of treasure
Readiness to fight until death
Hot-headedness
Tendency to revenge slights
Hopefulness
Whimsicalness
Tendency to lead others
The ability to take orders from others
How professional he is
How much does your character enjoy controversy
Willingness to take risks
Balance between rationality vs. emotions
Extrovert or introvert
Sense of humour
Interesting start. One of my players was asking me on Saturday, "Wait, why are doing this again?"
My answer was "Personality is up to you, but the reason you went here in the first place was following the lead from that scroll you found at 1st level, that mentioned the existence of this place. I assume you're interested in ancient dwarven stuff because you're a dwarf?"
That was enough to continue the adventure, but I'd like to do more to help the players work on the characters' personalities. One is fairly elaborate and motivated . . . the others are quite vague.
The questions I was thinking of asking them to figure out are:
-- Why are you an adventurer?
-- What would you be doing if you were not an adventurer?
-- What do you hope to gain from being an adventurer?
FYI, I looked up the references to Allegiances in d20 Modern, and pasted it below. Seems possible useful for a basic "Why We Fight" orientation.
-------------------------------------
Pledging Allegiance
A hero's allegiance can take the form of loyalty to a person, to an organization, to a belief system, to a nation, or to an ethical or moral philosophy. In general, a character can discard an allegiance at any time, but may only gain a new allegiance after attaining a new level.
. . .
Person or Group: This includes a leader or superior, a family, a group of linked individuals (such as a band of adventurers or a cell of secret agents), or a discrete unit within a larger organization (such as members of the character's squad or platoon, or individuals whose safety the character is responsible for).
Organization: This may be a company or corporation, a gathering of like-minded individuals, a fraternal brotherhood, a secret society, a branch of the armed forces, a local, state, or national government, a university, an employer, or an otherwise established authority.
Nation: This may or may not be the nation that the hero currently resides in. It may be where the individual was born, or where the hero resides after emigrating to a new home.
Belief System: This is usually a particular faith or religion, but can also be a specific philosophy or school of thought. Belief systems could also include political beliefs or philosophical outlooks.
. . . (continues with Law v. Chaos, Good v. Evil)
Last edited: