Let Me Tell You About My Character...

airwalkrr

Adventurer
His name is Dravus. He is a half-orc wizard from the city of Greyhawk. Dravus was raised by his mother, Sylvania, a Suloise sorceress of little sanity who had mated with an orc of the Pomarj that she charmed in battle many years ago. Unfortunately, Dravus inherited his mother's mental state, and to this day is beset with multiple-personality disorder. His alternate egos include Zagyg, demigod of madness and magic, and Zagig, Lord Mayor of Greyhawk. He has a tendency to assume one of these personalities in the most inopportune of times, often assuming he has magical talent far beyond his means and growing confused when his casting of meteor swarm yet again fails due to the confounded "dead-magic" zones that seem to follow him wherever he goes.

Dravus is not the keenest of wizards. His low intelligence made him the ridicule of his elven and human classmates at the University of Magical Arts where he studied. However, that has never deterred him. He is resolute in his his determination to prove his mettle in adventures that defy the limits of survivability and has learned to rely on his axe as much as he does his spells. Dravus has never had any formal training as a fighter, ranger, or other martial discipline, but through sheer dedication he learned to master the use of the greataxe to compensate for his limited spellcasting potential.

Despite having a rather mundane intellect for a wizard, Dravus is still more cunning than the average man and always tries to use his brain first. He deliberates on matters of strategic importance and is always certain of himself. He is also quite accustomed to style. He is always accoutred in the latest fashions and never accepts anything less than the penthouse suite at the inns he frequents. He feels it is his right as a distinguished adventurer (or demigod or Lord Mayor as the situation requires) to enjoy the finest things life has to offer. To add to that, Dravus is quite the ladies' man. Despite his somewhat brutish countenance and direct manners, his lavish style makes him quite the play-boy. And what he lacks in social graces he makes up for in good looks. His tusks have been filed to a more reasonable size such that he can cover them with his lips when he desires and he is always well groomed, perfumed, and finely attired.

***

Now I admit there is a more devious purpose to this thread than simply telling you about my character. This is, in fact, a real character of mine that I play in the RPGA and I have made nothing up about him (besides the obvious fact that he is a fictional character). I am often accosted at conventions by other players who wish to tell me all about their characters (you all know who I am talking about, seems like it is always the same guy). What this usually amounts to is a description of all the various combat maneuvers the character is capable of, the potency of the character's spells, or obscenely powerful artifacts and magic items the character has acquired. You know, I am all for hearing stories of other players' play experiences and tales of epic adventures past. But I really don't give a rat's ass about what your character can DO.

Now I don't hate powergamers. I am a powergamer myself. Though I often opt to play "unique" characters instead of "optimized" characters, I always find ways to tweak my characters so that they are still very good at something. Dravus, for example, despite having nothing but wizard levels, is still fairly adept at combat, having taken feats like Martial Weapon Proficiency (greataxe), Improved Toughness, and Power Attack. But the issue here is that when describing my character to others, I rarely mention anything that has to do with his statistics. To me, it is all about the character, not his abilities, and I feel it makes for a much more entertaining and conversation-worthy topic.

This thread was inspired by a conversation I was having with a friend recently over AIM. He and I agreed that "character generation" is a lost art that has denigrated into "statistics generation" in D&D. That is, by and large, players no longer create characters, so much as a sheet of abilities of what their character can do. Some of them are lucky to even have a name that wasn't ripped off verbatim from the latest anime or sci-fi/fantasy series. I loathe being approached by players at conventions who wish to tell me how their characters were such munchkins that the ancient red dragon never stood a chance, or standing there listening to a discussion about which class to multiclass into next to make the character as powerful as possible. I am all for character optimization, but when it is done at the expense of the actual character is when I feel the game is no longer any fun. Around 90% of the gamers in my area are just like that too, and it has gotten on my nerves a little bit. It is hard to find a campaign that doesn't denigrate into a lame excuse for a tactical exercise. Tactics and character design are part of the game, but they aren't the ONLY part of the game. How many people are really going to remember that your character dealt an average of 54 points of damage per hit? I know I've encountered such characters, but I don't remember a single other thing about them, and rarely can I even remember what the player looked like. Dravus is known by name in my area solely for his personality. Not that I'm interested in creating a legacy or anything, but I like to contribute to making the game memorable for all involved and adventuring with a bunch of statistics as opposed to characters with personalities and motivations of their own is not very much fun.

What do you think, Enworld? Is character generation a lost art that has given way to "statistic generation?" Is the story that important anymore or is D&D really just a tactical board game?
 

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Let Me Tell You About My Character...
That's a great pickup line btw ;)

I find a good mix of character creation is a mechanical and a story hook. Sometimes one precedes the other, but I find that both are integral to the creation of a solid character with a fun personality.
 

airwalkrr said:
What do you think, Enworld? Is character generation a lost art that has given way to "statistic generation?"

No.

Is the story that important anymore or is D&D really just a tactical board game?

And no.

If you spend a little time on these boards and visit the story hour forum, you'll see why I answer as I do.
 

airwalkrr said:
Not that I'm interested in creating a legacy or anything, but I like to contribute to making the game memorable for all involved and adventuring with a bunch of statistics as opposed to characters with personalities and motivations of their own is not very much fun.

What do you think, Enworld? Is character generation a lost art that has given way to "statistic generation?" Is the story that important anymore or is D&D really just a tactical board game?

There is a middle ground here, too. I don't usually bother writing long backstories. I imagine my characters personality in vague terms, visualize his outlook and start gaming. And I don't rip the names from anime or Forgotten Realms books.

Most of the personality is finalized during play. And even if I do say so myself, they're not that shallow or just walking statistics, as you might suggest.

I just don't need all that work to make a memorable, unique and personal character. Maybe my characters might be better with more work, but it's diminishing returns. The first (and maybe only) hour I spend on my character is going to define as much personality as the next ten hours. For me, it's not worth the effort.
 

Personally, I find that it's more fun to come up with the stats for a character first and then to come up with a personality that explains how the character got that way. Sometimes if I have a good idea I'll go in reverse and make stats to match the persona I came up with, but usually the numbers provide my inspiration.
 

airwalkrr said:
What do you think, Enworld? Is character generation a lost art that has given way to "statistic generation?"

No!

And BTW I also have a half-orc wizard! He spent years working his way up the ladder at the College of Wizardry, always getting less interesting and less important duties than fellows with the same level of experience, but he kept at it. What his fellows didn't always appreciate was his relatively short lifespan -- he could expect to hit "middle age" at 30! Now he's trying to save the world from the scourge of the return of some temple of elemental evil, and he just had that dreaded 30th birthday (knocked his physical stats down and his mental stats up) ... between his age and his new dangerous occupation he fears he will never get the chance to make any significant contributions to the body of magical knowledge at the college.

But then when I mention he has sonic substitution ... well, you know I must be a munchkin! :D
 


If you look at older issues of Dragon Magazine (from the late 1980's), you'll see that people have had this complaint for many, many years about story vs. game. When I make a character for a game, he has some history to him, or at the very least a dramatic "hook" to make them stand out.

Very few of the other people at our table put a lot of effort into backgrounds, and some JUST love it for the stats. When roleplaying, they play a more carefree version of themselves, and don't hide it. However, it's because they love that aspect of the game.

But characters who are just bunches of stats have been with us ever since the first groups rolled up stats at Gary Gygax's and Dave Arneson's sand tables. :)
 

At GenCon, I carry around a little digital recorder and tape record anyone who is telling me about their character. Then I give them to (contact), who is a DJ, so that he can scratch with them.

buh bum buh bum He is a ha-- He is a ha-- ORC WIZARD! buh bum buh bum

:D
 

I dislike the 10th level bard with an 8 charisma as much as I dislike the divine metamagic chain spelling cleric with no deity and no background, just for entirely different reasons. The player with the ineffective bard is simply on the opposite end of the spectrum. The character may have a great background and be a wonderfully detailed character with a rich personality, but if he can't contribute anything to the group other than humor, I'd rather not have him along. Such a character is all roleplay and no crunch, while the patronless cleric named Etoh is all crunch and no roleplay.

For those mentioning the Enworld storytime board, yes I realize that is there and I lurk it from time to time. It is fun reading. But I do not think the posters there are representative of the gaming community at large, which is where my discussion was headed.

Henry said:
But characters who are just bunches of stats have been with us ever since the first groups rolled up stats at Gary Gygax's and Dave Arneson's sand tables.

Yes, but Gary is full of great stories about rp experiences as well. The games that I hear him talk about in articles as well as the Gary Gygax Q&A thread describe both crunch and rp. I have no doubt most of them were powergamers (and still are), but they were also great storytellers. I guess what I am trying to say is a hero without a story is not much of a hero at all. When your story amounts to "I critted the dragon for 250 points of damage and he failed his massive damage save. Isn't that awesome? And it was the first round too!" you aren't really telling a story, you're describing a statistical phenomenon.

I'm not saying players should do exhaustive research on their characters. I'm just saying that having a character concept is something that seems woefully lacking to me these days. I didn't do a lot of work creating Dravus. I just needed to create a new character one day and thought "hmm, a half-orc wizard who thinks he is a god might be fun" and I went from there. It didn't matter that I hadn't written up a background for him. I just got a character concept for an insane half-orc mage and developed his background as I played. Whenever I was in character and talking about Dravus' past, I would jot notes down everytime I made something up which made Dravus what he is today. But the point is, I roleplay him. I can tell you all these things because they've simply come up. An NPC asks where he is from and he replies "Greyhawk," not because that is what my background says, but because it made sense at the time. Another character asks whether his mother was human or his father and he replies "My dear mother, Sylvania, a powerful sorceress, was human." Having Suloise heritage made sense if Dravus was a wizard. Many players I know never even get into situations where they will mention these things because they don't roleplay and wouldn't roleplay much even if they were in these situations.

These kinds of things didn't happen in my first ad&d game. I played a sadistic half-elf mage who loved fire spells. Our party included a wise and cautious ranger who was our resident sage, an uppity (no pun intended) halfling thief who always stretched things to the limit and got himself in trouble repeatedly, a noble fighter who fought for his homeland. We didn't spend a long time thinking up backgrounds; we hadn't really played many RPGs before. But our characters all had personalities and we had some great memories. The first game I DMed was similar, with a bard who liked to bathe in public fountains, a rogue who never seemed about to learn from his mistakes which were many, and a cold-hearted monk who was always the straight man of the group and harbored harsh secrets about his past. It's just so rare that I see personality in characters these days. Sure, it is all over the story-telling forum, but for each post there I bet there are dozens asking for help optimizing a character, discussing the best feats in the game, trying to design uber spells or classes, and working out the best magic item combos.
 

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