What about a book of "character development"?

So here's the idea, in brief. What about a collection of lists/questions that helped you define your character's backstory, motivation, goals, etc?


Ok, something like this existed, I believe it was the "Hero Builder's Guidebook" in 3e. However, while I liked it, it was not broad or interesting enough for my tastes. I don't think it did particularly well.

On the other hand, Alderac's Toolbox and Ultimate Toolbox (especially the latter) are pretty well regarded by fans on these forums.


I'm thinking about how this could be broadened to really flesh out characters. Perhaps class specifc things (like for Druids, who is your "spirit animal"?).

I've seen several "DM/GM questionnaires" that I love, but the more detailed they get, the less it seems like they are helpful to a given character. Maybe a flowchart or choose your own adventure (you've chosen druid, now go to chart 7 for spirit animals) format would be better.

I'd LOVE to see a "Toolbox" from the folks at AEG hit something like this (systemless ideally).


What do you all think?
 

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An interesting idea. Probably a combination of one part of the book being a lifepath creation system and the other part being just a series of charts and tables would be an interesting mix.
 

I would say unneeded. Anyone pulling out such a book to tell them what they want to thinka nd do, would be someone I would not even game with as they cannot make decisions about what they want for themselves.

Those thqt want those things already know how, those that don't don't care about it.

Those who want to but not sure how, jsut need to get their hands dirty.

The PHB used to explain what to do for your character concept, but no longer tells you of things like what not todo. No, you can't be the son of a king because your wealth will defeat the purpose unles everyone else has it too.

People need to read other, REAL books and literature to gain the knowledge this book could contain.

Mystara had a supplement that helped with backstory for those wanting something quick and dirty, and that should be all anyone needs that doesn't have time to build a big one on their own all at once, but get something going for later.

If you don't know what you want out of the game, and what you are playing for, then you shouldn't be playing.
 

I would pass on this. I like playing my characters too much to bother. My goal is to do things in game that are memorable rather than contrive a backstory that I can't live up to. This is also why I do not name characters anything too pretentious like Phoenix Dark.
 
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If you don't know what you want out of the game, and what you are playing for, then you shouldn't be playing.

I think that it is fair to say that new players don't generally know those things - so we should have no new players?

Everyone, from the newest newbie to the oldest grognard, can stand to learn new things on occasion. And everyone can make use of inspiration from outside sources every once in a while.

I don't know how large the market for such a book would be, but I don't think it is a bad idea in concept.
 


It might be interesting to have a book which discusses the most common background choices, what kind of play they tend to inspire, and (for the DM) what kinds of things a given background might imply about the player's preferences.

It would also be interesting to discuss what very common literary cliches utterly fail to translate into D&D-style troupe play, where there are multiple equally main characters.

Cheers, -- N
 


I think that it is fair to say that new players don't generally know those things - so we should have no new players?

Everyone, from the newest newbie to the oldest grognard, can stand to learn new things on occasion. And everyone can make use of inspiration from outside sources every once in a while.

I don't know how large the market for such a book would be, but I don't think it is a bad idea in concept.

I would not say that is fair to day. New players are more often the ones that know best what they want from the game and what they are playing for. It is when players start reading more and more of the "rule"books, that they then start to seek out those books to hold the answers for them.

They forget as they play, why they were playing to begin with and no longer make a character that is wanting to get money from adventuring to have his own kingdom one day, and make a skeleton with the mechanics for joints so that it can move instead.

The only uninspired new player I ever have seen in a game was one that didn't like the game, and, in general, didn't like the TTRPG style of entertainment.
 

I would not say that is fair to day. New players are more often the ones that know best what they want from the game and what they are playing for. It is when players start reading more and more of the "rule"books, that they then start to seek out those books to hold the answers for them.

Right. But before they start that reading, they don't know. They can't know, as they've never done it before. It isn't like people are born with this stuff in their heads, they either have to spontaneously generate the idea, or get it from someone, or some book.

So, why not have some of those books include some of this sort of information, for them to pick up? Why not make a whole book about it, so they can include it in what they pick and choose to use?

The only uninspired new player I ever have seen in a game was one that didn't like the game, and, in general, didn't like the TTRPG style of entertainment.

One thing I think it is good to learn - the experience of one person is probably not demonstrative of the universe at large. I'm happy you have never seen an uninspired new player. I, myself, have seen inspired new players who didn't have a good idea of what direction to take that inspiration. Some ideas of where one can go could be very useful to folks who haven't been around the block a few times.

And, even to those old hands you talk about - the folks who have gotten stuck in a rut - new inspiration can give their gaming new life.
 

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