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How fiction writers approach character generation
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<blockquote data-quote="delericho" data-source="post: 5529892" data-attributes="member: 22424"><p>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.)</p><p></p><p>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.</p><p></p><p>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...)</p><p></p><p>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 <em>or</em> the DM) per the needs of the plot.</p><p></p><p>And, as a rule of thumb, I ask my players for three or four factoids about their characters:</p><p></p><p>The <em>anecdote</em>, which is a single fact about their character's past. (Example: "I was once a Jedi Knight, the same as your father.")</p><p></p><p>The <em>quirk</em>, which is a single statement about the character's present. (Example: "He's a card player, a gambler, a scoundrel. You'd like him.")</p><p></p><p>The <em>goal</em>, 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.")</p><p></p><p>And, in some campaigns, the <em>secret</em> - 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...")</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="delericho, post: 5529892, member: 22424"] 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 [i]or[/i] 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 [i]anecdote[/i], which is a single fact about their character's past. (Example: "I was once a Jedi Knight, the same as your father.") The [i]quirk[/i], 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 [i]goal[/i], 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 [i]secret[/i] - 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. [/QUOTE]
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