What about a book of "character development"?

I've found I do my best character development (or at least the most) when I'm required to explain how my character dealt with some significant event. Essentially, when my PC wasn't completely new at the start of the campaign. I think a big strength of World of Darkness games is that they tell you to write-up how your PC became $GAMENAME. Characters like these come to the first game with a past and actions that help define them already.
 

log in or register to remove this ad

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?



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.

But here is the thing. What can the book do that the other players cannot? Aside from costing money.

I have heard of but never seen the Hero Builder Guidebook, and what I heard of it was that it was a joke and not worth wasting $30 on. Use that money to watch LotR, Star Wars, etc and get some ideas, or if you have seen them already just use those sorts of things and spend the money on whatever suits your fancy.

As I said Mystara had an accessory that had things like that in it for players to help them build an outline and worth form, but it wasn't a big seller.

1st edition and all others referenced actual reading of real books and stories to pull inspiration from rather than giving lists of things.

Basically we are talking about a brown/blue/green splatbook from AD&D directed at the players. The blue books for the DM were to help keep the stories interesting rather than being just a dungeon crawl for those wanting more than a dungeon crawl.

HBG also wasnt that inspiring to many I know of. Yes my EXP is not the same as that of all, but that is all I can go on to form my opinion.

I think such things should be built into the game itself as older editions had but as newer editions came along was lost from the PHB. It was assumed that people had read it in past editions maybe, but left the absolute new play in the lurch. We still have Harry Potter, Eragon, Golden Compass, LotR, Hobbit, etc of fantasy setting movies a plenty right now that any of those could offer abou as good as inspiration than a book telling you what your fighter might want out of his life in the game world.

That is the biggest point I am trying to make. Back when there was little to relate to the game to give you fantasy stories everywhere that everyone had seen (I know there was as many then as there is now but now there are more people to talk about the movies with to hare ideas) the lack of inspiration is not likely to be gotten form a book wherein Clash of the Titans, TRON Legacy, etc can do just as good as well can the new D&D movie coming out and tons of other fantasy genre movies that have a group of people coming together to overcome some obstacle in their world. Even that crappy new Merlin series can offer inspiration if people are really looking for it and need it for the game.
 


What I would kind of like to see is a book that has a method for developing a "character arc," and perhaps advice on making a D&D game more "character-centered."

I grok that it's not for everyone. D&D games, though, have a history of being plot-based. Something Happens, and the party (which can be anybody) runs out to Save the Day. It doesn't matter who they are or why they do it, the interesting part is how they prevent disaster and save the town. Your character's motives and depth can begin and end at "XPs and GPs" and D&D is very happy with that.

Which is as it should be. That's the essential motif for the game, and has been since forever, and it should be central, 'cuz it's dynamic and fun.

I'd be interested to see something for people who want more character-based play, though. Where the choices and decisions and motives and goals and strengths and weaknesses of the party are very relevant to the events that happen at the table. Where whether your character is a ranger or a rogue affects the narrative of the game. Where different alignments give you different options. Where your characters can grow and change over time as they accomplish their goals (or fail to).

As an example. It's easy to play the "Werewolves are threatening the town!" scenario in D&D. Werewolves are threatening the town, and the PC's go and apply violence until the problem is solved.

It's more difficult to play a "Red Riding Hood" scenario in D&D. Because there's no rules or advice about character nature, you might not have the curiosity, the disregard for rules, the talkative habits, etc., that lead to the plot in that story. In Red Riding Hood, the character drives the action, and without her, no story happens (the wolf isn't going to attack just anyone for no reason, but it IS looking to exploit a weakness).

I want help to get my character to drive the action.

Perhaps odly, this is probably easier in sandbox-style play (where my character's goals are usually pretty integral to what happens, since I get to choose amongst a universe of things to do) than it is in narrative-style play (where my character goes on Mission A because "that's what we prepped for today, folks!")
 


I don't know how well the book would do, but I would at least leaf through it. I love stuff like this. If it was well done I might even buy it. Especially if there was some sort of soft mechanic that could be worked with by the DM for character goals and such over time.

I've always thought there should be a small section for solo play maybe in the afore mentioned book or phb. It would be kind of a choose your own adventure style thing. There would be a couple different scenario's to choose from. It would deal with things before the characters first adventure. I mean a first level cleric had to start somewhere. Kind of like the 0 lvl character idea they tossed around. But you could do it on your own perhaps before or even after the first session. I remember the first time I played I didn't want to stop.
 

Personally, I think it's a great idea!

I would go a step further. In addition to the guidelines/questions/lists of character personality traits, quirks, concepts...incorporate thejc's "solo" adventure idea AND include a stable of pre-gen characters for inspiration, use as NPCs or just to use for play to get the reader's proverbial ball rolling.

NOT stat blocks, mind you, so as not to pigeon hole the potential book audience by a system or edition. But descriptive, "developed" characters as the OP proposes: Different races, "generic" classes/types, with personalities, quirks, flaws.

Just throwing an example out there using an old NPC of mine...

Zarachius Jasper is a gnome "merchant" dealing in the trade of minor magical devices and items. He has a reputation as a decent person to do business with and often has a bit of gossip to go along with anyone perusing his goods...though there is a story that he left his last town of residence because a particular item didn't function..."entirely right." To hear him tell it, Zarachius "left to further his business opportunities." Talk that he was run out of town are "positively preposterous slander!"

He is skilled in the use of phantasmal magics and often uses these to entertain the local children in the early evenings. He also seems to have an uncanny affinity for stealth, often quietly slipping into or out of a scene without notice. When he does make his presence known, Zarachius is personable and friendly to most though shows a particular disdain or wariness for elves.

His fondness for tales and song are only matched with his love for games of chance (it is rumored by the townsfolk that his accrued debt at the local tavern has become a sore spot between Zarachius and the tavern's owner).

Positive Traits: Personable, Knowledgeable (local gossip, arcane items, business), Charming/Entertaining (songs and stories)

Negative Traits: Mild prejudice/Negative reaction to elves, Addiction (gambling), Questionable integrity ("bends the truth")

Background Elements: profession (merchant), former residence (where? reason for leaving?), gambling problem (past and/or existing debt), negative reaction towards elves (why?)

Throw in a nicely rendered image of the character, possibly showing a dagger on his belt or particularly nice cloak...give an idea of weaponry/equipment, et viola.

Show the reader a selection of nicely "fleshed out" characters/character types, incorporating the methods in the book, to get the reader's juices flowing...and let them "develop" from there.

...But yeah, again, good idea for a book and I'd certainly pick it up...at least for reference/NPCs.

--Steel Dragons
 

This kind of thing is not to my tastes and doesn't serve any need in my games. I can see how some players would dig it, but I don't think it would sell enough to justify the cost of creation for WotC. Maybe a little guy/3PP, though.
 

What if this "thing" didn't try to set up another set of list, was was more inspiring and usefull than just "how do I turn my build into a character?" in the manor of a new Shady Dragon Inn?

Players can use the pre-gen characters if they need something to start with and the bit on info on them and develop it further.

Why not a DM version also, for NPCs to throw into taverns and such that have stories to tell just to help inspire the players through the game rather than trying to inspire outside the game. Also the NPCs could have some sort of plot hook described that the DM could then develop if wanted, or leave that part of the story out, or even add their own plot hook into the NPC story of things that are present in the game ahead

NAME:
Stats
Tavern Story
Plot Hook asociated somehow with that story.

Use what ever part you want/need from either the player or DM version.

Heck they could even use the same characters save for having plot hooks for DMs, and having motives for adventuring forthe players versions.
 

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?

Are you looking for history or ways to build a more interesting character personality? For history, I second Central Casting - very detailed and pretty fun.

However, for ME, I never found that helped with character personality development other than a bit of flavor text. Over time, I see PLAYERS still tend to make similar decisions with their PCs personality coming into play so long as it did not screw the group/PC over from a metaplot perspective.

BUT, having played a bit of Serenity (Cortex) and now a lot of Savage Worlds, I think a good solution is to use a flaws/hindrance system. In those two systems not only do you get some build points for taking them you also get plot / bennies that can be used to alter outcomes if you roleplay your hindrance when it metagaming screams not to. The reason I think it works is that the game system encourages play to you hindrances, and lets face it a big definer of our personality is our flaws.

For example, the group is hiding and observing an area. An undead shambles nearby. Marcus the rogue notices a gold chain dangling off said undead. Marcus with the Greedy hindrance sneaks out towards the undead, with a twinkle of gold (and a bennie) in his eye.

I have never seen anyone in a D&D game do that as they figure they will eventually destroy the undead and get the loot then (and save your reply, I am sure you are in a group of thespians that value roleplay over gameplay - the groups I have been in generally do not). I've had the same D&D players do that when first introduced to Savage Worlds (and the other players encouraged them). Plus, as GM, I like to hold up a bennie and entice players into an bennie generating action (another example: big glowing magical pool - "say, doesn't someone in the group have the Curious hindrance?"). Nothing like goading a veteran player into taking an ill advised action for a bennie.
 

Remove ads

Top