abirdcall
(she/her)
I have often seen these sorts of sentences: "I wanted to make a memorable character so I (insert combination of race/classes/feats/weapons/etc.)"
This is not wrong except that it begs the question. The assumption is made that characters against archetype (or without archetype) are memorable because they are non-standard.
For me a character is memorable when they have great moments in game. Playing a character with a strong archetype makes that character bold and vivid. Their identity is known and familiar. Then when they do memorable actions they become memorable.
In a year I don't remember the weird things about the character who did the amazing thing. I remember the amazing thing and can better associate it with a character if they had a strong archetype.
A note on back story - It only exists if it is in the game. A complicated and nuanced back story doesn't exist. Elements of it only exist if they occur during gameplay. That is why I love the background system so much, the traits, ideals, etc. allow the character's background to come up during play.
This is not to say that complicated and weird characters can't be unique. This is just a response to the idea that going against archetype is the way to create a memorable character.
Personally, I'm much more likely to remember a Human Champion Fighter than a complicated character based around a hook rather than an archetype.
This is not wrong except that it begs the question. The assumption is made that characters against archetype (or without archetype) are memorable because they are non-standard.
For me a character is memorable when they have great moments in game. Playing a character with a strong archetype makes that character bold and vivid. Their identity is known and familiar. Then when they do memorable actions they become memorable.
In a year I don't remember the weird things about the character who did the amazing thing. I remember the amazing thing and can better associate it with a character if they had a strong archetype.
A note on back story - It only exists if it is in the game. A complicated and nuanced back story doesn't exist. Elements of it only exist if they occur during gameplay. That is why I love the background system so much, the traits, ideals, etc. allow the character's background to come up during play.
This is not to say that complicated and weird characters can't be unique. This is just a response to the idea that going against archetype is the way to create a memorable character.
Personally, I'm much more likely to remember a Human Champion Fighter than a complicated character based around a hook rather than an archetype.