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<blockquote data-quote="Lanefan" data-source="post: 3940484" data-attributes="member: 29398"><p>Depending on the character, I'll usually come up with some sort of theme and try to build the characterization around it, either ahead of time or as the game develops. Sometimes this theme is based on a variant of a character from a book or film, other times not.</p><p></p><p>Appppil, for example, is a 3e Illusionist whose theme right from the start was "a girl of colours". Her clothes are colourful. Her illusions are colourful. Colour Spray* was her favourite spell at low level. Her character piece is a blinding splash of colour in a sea of silver and brown and black. Her character *sheet* is an artist's nightmare. And so on. (her language is colourful too, at times, but that's another issue...) And her personality is based on a combination of a character from a TV show and 2 or 3 people I've known in real life.</p><p>* - may all the gods have mercy if she ever gets Prismatic [anything]!</p><p></p><p>Bjarnni, a mostly-Ranger I play in the same game, has had his character defined much more by what's happened in-game. I started him out as a noble-hearted woodsman who became a "heavy Ranger" (DM let me trade in 2-weapon fighting for heavy armour use) and played him more like a stereotypical paladin than a ranger. As the game went along, for some reason an inordinate percentage of the items he acquired had something to do with fighting undead; so - even though I initially envisioned him as a giant-slayer - he's morphed into something undead really don't want to meet. The giants, however, are quite safe. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (yet I still don't want to multi- him into paladin; and he hasn't exactly got the charisma for it)</p><p></p><p>The trick is always to find some "hook" and hang the character's personality on that, then let it grow from there.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3940484, member: 29398"] Depending on the character, I'll usually come up with some sort of theme and try to build the characterization around it, either ahead of time or as the game develops. Sometimes this theme is based on a variant of a character from a book or film, other times not. Appppil, for example, is a 3e Illusionist whose theme right from the start was "a girl of colours". Her clothes are colourful. Her illusions are colourful. Colour Spray* was her favourite spell at low level. Her character piece is a blinding splash of colour in a sea of silver and brown and black. Her character *sheet* is an artist's nightmare. And so on. (her language is colourful too, at times, but that's another issue...) And her personality is based on a combination of a character from a TV show and 2 or 3 people I've known in real life. * - may all the gods have mercy if she ever gets Prismatic [anything]! Bjarnni, a mostly-Ranger I play in the same game, has had his character defined much more by what's happened in-game. I started him out as a noble-hearted woodsman who became a "heavy Ranger" (DM let me trade in 2-weapon fighting for heavy armour use) and played him more like a stereotypical paladin than a ranger. As the game went along, for some reason an inordinate percentage of the items he acquired had something to do with fighting undead; so - even though I initially envisioned him as a giant-slayer - he's morphed into something undead really don't want to meet. The giants, however, are quite safe. :) (yet I still don't want to multi- him into paladin; and he hasn't exactly got the charisma for it) The trick is always to find some "hook" and hang the character's personality on that, then let it grow from there. Lanefan [/QUOTE]
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