Making Your Characters Unique

dmccoy1693

Adventurer
We all write backstories for our characters that explains our skills and why we have them, but what do you do to make the character unique? Do you give them a hobby? Do you define their favorite color? Did they have a pet? Have you ever came up with the time they lost their virginity? Ever play a married character with kids? What do you do?
 

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I generally think of my characters as characters from a book, & thus tend to give them epic or odd backgrounds, something that would work in a story. Sometimes this can lead to tried-&-true fantasy tropes (the barbarian chief's son who left his village to explore the world beyond their lands), other times it can be a bit more complex (the assassin who was raised by a cult of insanely zealous monster-haters but who may be part-demon himself... or not, depending on whether he believes the cult or his insane mother who disappeared under strange circumstances after a rare lucid moment when she told him the cult had been lying to & using him), or other times a simple idea with lots of fun potential (the warforged who was found inert & damaged, & awoke with the belief that he's human - he just has a shiny skin condition). Even if a character was raised on a simple farm, I'll work in the idea that he always knew he was destined for greater things.

Another thing I've done is write the backstory in a style that fits the character (& often a couple of the first adventure summaries, though I don't usually manage to keep going with this). Thus my 'simple farm boy' character's story was written with Much Glamor & Drama, as befits one meant for Finer Things (even if such Finer Things were not yet aware of the manner in which Fate had destined them to be together, Fate being often rather lacking in communication skills) - tongue-in-cheek humor & a good dose of self-important styling. The barbarian's story, OTOH, was mostly told as dream-journey conversations with his grandfather, the shaman of his tribe. I never wrote an adventure summary for the assassin, but his backstory worked the dark angle of the conflict he felt between the beliefs with which he'd been raised, his own confused identity (who - or what - was his father?), & the recent strange encounter with his usually insane mother followed by her disappearance.
 

For a not-quite-CoC campaign ('30s pulp horror with the Mythos serial numbers shaved off) I gave a character a pet dog named Nyarlathotep (The Thing That Should Not Be) just for fun. :) Usually I just write up a 1/2-page or so bit of background and jump in to the game, however -- the sad truth of my gaming life seems to be that no game where I am a player will last more than 8 game sessions.

-The Gneech :cool:
 

Many times I won't bother unless it comes up "in game." Funny enough that I should just read this now. I was looking through SPI's 1st edition of DragonQuest a few minutes ago. During character generation, there are a couple of things you roll randomly for that define your PC. Your Aspect is rolled which gives you a modifier to any roll (almost all rolls in DQ are d%) during that phase of the moon, stars, or seasons; your parental status which effects your starting wealth; and your birth order (and legitimacy) which effects your starting XP (which are used at CharGen to buy skills and such.) I am not familiar with anything like this for 3rd edition, but it didn't really exist in older versions of D&D. (Although Hackmaster does use a system like this to define the character's background.)
 

It varies - of course, I rarely write out more than a few paragraphs, and frequently it is a battle between a background that fits the story, and the character personalilty that would likely result from that background.
The character I am currently playing got passed back and forth between me and the DM, and I was never fully comfortable until his personality came out in the first game. He has mentioned his first love Rosalinda - who he was torn away from, but she is fading into memory.

I played a elven widower who gave his half-elven daughter the music hall that he owned, and joined the military as a favor owed to another characters grandfather. He would stop and see her whenever he was in town, but decided the military/ adventuring life fit him as well as a sedintary buisness owner life had. (started play 2nd lvl bard.)

Really I strive not for realism but the having a strong consistant personality - like a sitcom character has, you know how he is going to react in most situations. They can change over time, but it is a gradual shift based on events in thier life.
 


My typical ideas: Give the character a "day job." In my one game right now, my character is a necromancer, but his family were mead brewers. So I put a few ranks into profession brewing. It doesn't get much use unless the party is in a tavern and we need to distract the bartender while a sneaky character did something. The converse of that is to give a character a hobby. One character was a shop-o-holic. He was constantly broke, but he was also the character that was most informed of the goings on around town.

Give the character a "criminal record." Nothing earthshattering or something that makes gameplay difficult later, but something like, repeated jay-walking summons.

How does he fight "the man." Not everyone takes up arms to rebel against those in power, but plenty of people will do something small to show their lack of full support for those in power. One character was always cooperated fully with the law, but said "pig" once the cops were out of earshot (no offense to those in law enforcement).
 

It usually runs to two or three pages of background initially, plus character diary and records. It used to involve a lot of writeups on new material I wanted to include for d20 characters, but these days we're mostly using point-buy systems (Champions, Eclipse: The Codex Persona for d20 (shareware version linked in the signature), and a selection for other systems).
 

Claudius Gaius said:
It usually runs to two or three pages of background initially,
Everybody writes a backstory. What do you do to make the character unique, memorable, different then the other bazillion rangers that growup in the wilderness because their parents died while they were young?
 

Snapdragyn said:
Sometimes this can lead to tried-&-true fantasy tropes (the barbarian chief's son who left his village to explore the world beyond their lands
How is this character unique? How is this barbarian that left the village different from the bazillion others that did that?
 

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