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The Monsters Know What They're Doing ... Are Unsure on 5e24
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<blockquote data-quote="tetrasodium" data-source="post: 9829008" data-attributes="member: 93670"><p>NO</p><p>That is not one person working with another person because that is literally how AI gets trained</p><p>[MEDIA=youtube]R9OHn5ZF4Uo[/MEDIA]</p><p>You are placing a human GM in the role of what CGPGrey calls a teacher bot and expecting both sides to function as an ai like described.</p><p>You are so caught up in shifting all responsibility for collaboration onto the gm and constantly reminding people that players can choose to not play or leave a game if they want that you've completely ignored all of the many many examples and descriptions of what the process of a player adapting their character to fit a campaign/setting looks like.</p><p></p><p></p><p>I present you too with "how to create characters with real depth<strong> (not <em>just</em> a statblock)</strong>". Maybe think about the difference between builder bot teacher bot student bot and humans like a gm or player while going through</p><p>[Spoiler="How to create character a with real depth(not just a statblock)"]</p><p>Most players don’t set out to create shallow characters. But when you're sitting at the table with a fresh character sheet, it’s easy to focus on stats, spells, and optimisation while overlooking what makes a character truly memorable… depth!</p><p></p><p>Whether you're a new player or a seasoned veteran, this guide will walk you through how to breathe life into your character. Below you’ll discover tools, prompts, and ideas that go far beyond choosing a race and class.</p><p></p><h3>Step 1: Define the Core Concept (But Don’t Get Stuck There)</h3><p>Start with a broad idea. This could be as simple as:</p><p></p><ul> <li data-xf-list-type="ul">"A dwarven monk who used to be a pit-fighter."</li> <li data-xf-list-type="ul">"An elven bard who gave up immortality for love."</li> </ul><p>Let this be a launch pad, not a cage. Your concept should invite questions, not limit possibilities. Ask yourself: <em>Why does this character live the way they do? What happened before page 1 of their story?</em></p><p></p><h3>Step 2: Establish the Character’s Internal Conflict</h3><p>Great characters are torn between opposing forces. Use these prompts to build their contradictions:</p><p></p><ul> <li data-xf-list-type="ul">What do they want vs. what do they need?</li> <li data-xf-list-type="ul">What is their greatest fear?</li> <li data-xf-list-type="ul">What is something they believe that might not be true?</li> <li data-xf-list-type="ul">Who do they pretend to be?</li> </ul><p>This is your character’s <strong>emotional engine</strong>. It’s what creates drama, fuels development, and makes their arc satisfying.</p><p></p><h3>Step 3: Create a Living Backstory</h3><p>Too many players feel that their backstory has to be this massive document that chronicles what they like for breakfast and how they tie their shoes. Backstories are not novels. Instead, write key <em>turning points in your character’s journey</em>:</p><p></p><ul> <li data-xf-list-type="ul">A tragedy they never recovered from.</li> <li data-xf-list-type="ul">A mentor or rival who shaped them.</li> <li data-xf-list-type="ul">A vow they’ve made and might one day break.</li> </ul><p>A good backstory isn’t just <em>history</em>; it’s ammunition for the Dungeon Master and yourself to explore character-driven moments during play.</p><p></p><h3>Step 4: Build Dynamic Goals</h3><p>Avoid static goals like "get rich" or "kill the villain." Instead, ask:</p><p></p><ul> <li data-xf-list-type="ul">What is their current goal?</li> <li data-xf-list-type="ul">What will change that goal later?</li> <li data-xf-list-type="ul">What will make them question everything?</li> </ul><p>Dynamic goals mean the character isn’t locked into a single path. They change, just like real people. Too often, players can lose interest in their characters as they enter double-digit levels. This is often because the DM has covered off the resolution to their backstory, and by doing so has concluded that player-character’s story arc. But unlike a movie, a D&D Campaign works more like a television series. Imagine each session falling into a season. Every season of your campaign, the plot should shift, and so should your character’s goals. Of course, these need to make sense, so be sure to pay attention to everything that happens within the story. That way, you can allow your character to grow truly… <em>Here are some examples:</em></p><p></p><h4><strong>1. Walter White (Breaking Bad)</strong></h4><p><strong>Initial Goal:</strong> Provide for his family after a terminal cancer diagnosis.</p><p><strong>Later Goal:</strong> Build a drug empire and feed his own ego.</p><p><strong>Final Arc:</strong> Protect what remains of his family and legacy… on <em>his</em> terms.</p><p></p><p></p><h4><strong>2. Zuko (Avatar: The Last Airbender)</strong></h4><p><strong>Initial Goal:</strong> Capture the Avatar to restore his honour.</p><p><strong>Mid-Series Shift:</strong> Question his father’s cruelty and his own identity.</p><p><strong>Final Arc:</strong> Join the Avatar to fight for justice — and earn <em>true</em> honour.</p><p></p><p></p><h4><strong>3. Jamie Lannister (Game of Thrones)</strong></h4><p><strong>Initial Goal:</strong> Maintain his reputation and family’s power.</p><p><strong>Mid-Series Shift:</strong> Survive captivity and reckon with his shame.</p><p><strong>Later Arc:</strong> Seek redemption and purpose outside of his family — then tragically regress.</p><p></p><p></p><h4><strong>4. Buffy Summers (Buffy the Vampire Slayer)</strong></h4><p><strong>Initial Goal:</strong> Balance teen life with slaying monsters.</p><p><strong>Seasonal Shifts:</strong> From accepting her calling, to losing loved ones, to confronting her own mortality and role as a leader.</p><p><strong>Endgame:</strong> Redefine what it means to be a Slayer — for herself and others.</p><p></p><p></p><h4><strong>5. BoJack Horseman (BoJack Horseman)</strong></h4><p><strong>Initial Goal:</strong> Reclaim fame and feel good about himself.</p><p><strong>Series Evolution:</strong> Confront deep-seated trauma, addiction, and selfishness.</p><p><strong>Endgame:</strong> Try to become better — even when it’s too late to undo the damage.</p><p></p><p></p><h3>Step 5: Add Specific, Memorable Flaws</h3><p>Your character’s flaw should be more than "I’m too loyal" or "I trust too easily."</p><p> Think personality defects, emotional scars, or compulsions:</p><p></p><ul> <li data-xf-list-type="ul">They always have to win.</li> <li data-xf-list-type="ul">They lie when they're nervous.</li> <li data-xf-list-type="ul">They can’t sleep alone.</li> <li data-xf-list-type="ul">They’re terrified of losing control.</li> </ul><p>Flaws help you play a more human, relatable character—and give your party something real to interact with.</p><p></p><h3>Step 6: Integrate Their Values & Beliefs</h3><p>This is where your character's moral compass lives. Even villains have values:</p><p></p><ul> <li data-xf-list-type="ul">What won’t they compromise on?</li> <li data-xf-list-type="ul">What do they believe about the world?</li> <li data-xf-list-type="ul">What would it take to make them betray that?</li> </ul><p>This creates a foundation for character-driven decisions in morally grey moments.</p><p></p><h3>Step 7: Make Them React, Not Just Act</h3><p>During gameplay, let your character <strong>react</strong> to what happens emotionally:</p><p></p><ul> <li data-xf-list-type="ul">Are they furious about injustice?</li> <li data-xf-list-type="ul">Do they freeze when things get personal?</li> <li data-xf-list-type="ul">Do they crack jokes to hide fear?</li> </ul><p>Reacting in character creates depth on the fly</p><p>[URL unfurl="true"]https://rolldark.co.uk/the-blog/characterdepth[/URL]</p><p>[/Spoiler]</p><p>I include that spoiler because it shows some examples of things two <strong>humans</strong> could discuss while working together without expectations to be functioning as an ai training system</p></blockquote><p></p>
[QUOTE="tetrasodium, post: 9829008, member: 93670"] NO That is not one person working with another person because that is literally how AI gets trained [MEDIA=youtube]R9OHn5ZF4Uo[/MEDIA] You are placing a human GM in the role of what CGPGrey calls a teacher bot and expecting both sides to function as an ai like described. You are so caught up in shifting all responsibility for collaboration onto the gm and constantly reminding people that players can choose to not play or leave a game if they want that you've completely ignored all of the many many examples and descriptions of what the process of a player adapting their character to fit a campaign/setting looks like. I present you too with "how to create characters with real depth[B] (not [I]just[/I] a statblock)[/B]". Maybe think about the difference between builder bot teacher bot student bot and humans like a gm or player while going through [Spoiler="How to create character a with real depth(not just a statblock)"] Most players don’t set out to create shallow characters. But when you're sitting at the table with a fresh character sheet, it’s easy to focus on stats, spells, and optimisation while overlooking what makes a character truly memorable… depth! Whether you're a new player or a seasoned veteran, this guide will walk you through how to breathe life into your character. Below you’ll discover tools, prompts, and ideas that go far beyond choosing a race and class. [HEADING=2]Step 1: Define the Core Concept (But Don’t Get Stuck There)[/HEADING] Start with a broad idea. This could be as simple as: [LIST] [*]"A dwarven monk who used to be a pit-fighter." [*]"An elven bard who gave up immortality for love." [/LIST] Let this be a launch pad, not a cage. Your concept should invite questions, not limit possibilities. Ask yourself: [I]Why does this character live the way they do? What happened before page 1 of their story?[/I] [HEADING=2]Step 2: Establish the Character’s Internal Conflict[/HEADING] Great characters are torn between opposing forces. Use these prompts to build their contradictions: [LIST] [*]What do they want vs. what do they need? [*]What is their greatest fear? [*]What is something they believe that might not be true? [*]Who do they pretend to be? [/LIST] This is your character’s [B]emotional engine[/B]. It’s what creates drama, fuels development, and makes their arc satisfying. [HEADING=2]Step 3: Create a Living Backstory[/HEADING] Too many players feel that their backstory has to be this massive document that chronicles what they like for breakfast and how they tie their shoes. Backstories are not novels. Instead, write key [I]turning points in your character’s journey[/I]: [LIST] [*]A tragedy they never recovered from. [*]A mentor or rival who shaped them. [*]A vow they’ve made and might one day break. [/LIST] A good backstory isn’t just [I]history[/I]; it’s ammunition for the Dungeon Master and yourself to explore character-driven moments during play. [HEADING=2]Step 4: Build Dynamic Goals[/HEADING] Avoid static goals like "get rich" or "kill the villain." Instead, ask: [LIST] [*]What is their current goal? [*]What will change that goal later? [*]What will make them question everything? [/LIST] Dynamic goals mean the character isn’t locked into a single path. They change, just like real people. Too often, players can lose interest in their characters as they enter double-digit levels. This is often because the DM has covered off the resolution to their backstory, and by doing so has concluded that player-character’s story arc. But unlike a movie, a D&D Campaign works more like a television series. Imagine each session falling into a season. Every season of your campaign, the plot should shift, and so should your character’s goals. Of course, these need to make sense, so be sure to pay attention to everything that happens within the story. That way, you can allow your character to grow truly… [I]Here are some examples:[/I] [HEADING=3][B]1. Walter White (Breaking Bad)[/B][/HEADING] [B]Initial Goal:[/B] Provide for his family after a terminal cancer diagnosis. [B]Later Goal:[/B] Build a drug empire and feed his own ego. [B]Final Arc:[/B] Protect what remains of his family and legacy… on [I]his[/I] terms. [HEADING=3][B]2. Zuko (Avatar: The Last Airbender)[/B][/HEADING] [B]Initial Goal:[/B] Capture the Avatar to restore his honour. [B]Mid-Series Shift:[/B] Question his father’s cruelty and his own identity. [B]Final Arc:[/B] Join the Avatar to fight for justice — and earn [I]true[/I] honour. [HEADING=3][B]3. Jamie Lannister (Game of Thrones)[/B][/HEADING] [B]Initial Goal:[/B] Maintain his reputation and family’s power. [B]Mid-Series Shift:[/B] Survive captivity and reckon with his shame. [B]Later Arc:[/B] Seek redemption and purpose outside of his family — then tragically regress. [HEADING=3][B]4. Buffy Summers (Buffy the Vampire Slayer)[/B][/HEADING] [B]Initial Goal:[/B] Balance teen life with slaying monsters. [B]Seasonal Shifts:[/B] From accepting her calling, to losing loved ones, to confronting her own mortality and role as a leader. [B]Endgame:[/B] Redefine what it means to be a Slayer — for herself and others. [HEADING=3][B]5. BoJack Horseman (BoJack Horseman)[/B][/HEADING] [B]Initial Goal:[/B] Reclaim fame and feel good about himself. [B]Series Evolution:[/B] Confront deep-seated trauma, addiction, and selfishness. [B]Endgame:[/B] Try to become better — even when it’s too late to undo the damage. [HEADING=2]Step 5: Add Specific, Memorable Flaws[/HEADING] Your character’s flaw should be more than "I’m too loyal" or "I trust too easily." Think personality defects, emotional scars, or compulsions: [LIST] [*]They always have to win. [*]They lie when they're nervous. [*]They can’t sleep alone. [*]They’re terrified of losing control. [/LIST] Flaws help you play a more human, relatable character—and give your party something real to interact with. [HEADING=2]Step 6: Integrate Their Values & Beliefs[/HEADING] This is where your character's moral compass lives. Even villains have values: [LIST] [*]What won’t they compromise on? [*]What do they believe about the world? [*]What would it take to make them betray that? [/LIST] This creates a foundation for character-driven decisions in morally grey moments. [HEADING=2]Step 7: Make Them React, Not Just Act[/HEADING] During gameplay, let your character [B]react[/B] to what happens emotionally: [LIST] [*]Are they furious about injustice? [*]Do they freeze when things get personal? [*]Do they crack jokes to hide fear? [/LIST] Reacting in character creates depth on the fly [URL unfurl="true"]https://rolldark.co.uk/the-blog/characterdepth[/URL] [/Spoiler] I include that spoiler because it shows some examples of things two [B]humans[/B] could discuss while working together without expectations to be functioning as an ai training system [/QUOTE]
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