A character is more than a collection of stats, which might describe how good a person is at something, but doesn’t tell you who they are. Character is what you do and why, it’s where you came from, what makes you tick — strengths and flaws.
When coming up with a character concept, you can start with something simple — a human fighter for a fantasy campaign, a fighter pilot in a science fiction game, an exorcist in a horror game. From there you can build up stats and build the character around what you take — it’s a perfectly viable way of doing things — but I’ve found that building the mechanical aspect of the character around a richer concept makes for a more consistent character in the end.
Let’s start with the notion of the human fighter. Why is he a fighter? Is it part of his culture, like Spartans, where men were assumed to be warriors, first and foremost? Did he come to it because he wanted to “give something back” for his people? Is he a “protector” sort, wanting to rent his sword to aid those who can’t help themselves, or is he enamored with violence and blood? Is he a fighter because it’s all he knows how to do? (In a more modern or sci-fi campaign, is he on the college plan — hoping to get college cash and not fight?) Right there you’ve got the basics for a character. From there you can add more background, as you feel is applicable. You don’t have to document the guy’s past from zygote to last week; fill in what is necessary and applicable to help you grasp the “why” of the character.
An example of the kind of detail you have would depend on what is needed for the game storyline, or to under stnad the motivations of the character. Case in point: James Bond. What, from the movies and books, do we really know about him? We know he was an orphan and got through school on the good graces of others. We know he was a naval officer. Everything else we know comes from behavior (there are schools of acting and psychology that would say behavior is character…anything outside of the unobservable is theory.) — Bond is a womanizer, but why? Is it because he’s a misogynist bastard? Is it because he is looking for something that makes him feel alive? Is it a vague attempt to even the scales for all the people he’s killed? He drinks — a lot. Is it simply because he’s Scottish (in the books)? Is it anesthetic for his soul?
Does it matter? It could if a villain was looking to use those traits against him. Here’s another example of a character we only really know about through behavior: Malcolm Reynolds of Firefly…we know from the pilot he was a religious man (the kissing the cross prior to the raid on the antiaircraft gun in Serenity explains much about his relationship with Book later.) He has his dreams for freedom, and his believe in the Almighty crushed when the Browncoats surrender. We know nothing about his background before the war other than his mother had a place on Shadow and that it’s gone. Everything we glean from his desire to stay free and to protect his crew. He’s consistent, and he’s that way because the writers knew who and what he was when they began.
The benefit to a decently fleshed out character like Bond or Mal is that you can build in subplots as the campaign continues without having to worry about your continuity. However, in games where the character’s background is part and parcel of them, it’s a good idea to flesh them out more.
We have a character in our Suipernatural game that is a walking pile of subplots waiting to be used. He’s a former FBI profiler whose wife and son were killed by a “copycat” of a serial killer he brought down. The character has mild ESP — this is how he’s been such a good interrogator; he knows the murders weren’t a copycat, but he can’t quite figure out how it is he “missed” the killer. (Demonic possession for 500, Alex!) the name of the killer and his description is important, as is some of the character’s career at FBI.
Part of his family matters to the game plots, but his father and mother, not so much…they’re only slightly detailed by their names and professions; the wife and son matter in the psyche of the character — they’re more fleshed out in description. He’s a drunk, and had the propensity before they were killed, but it spun him out and made him a barely functional alcoholic. Eventually it cost him his job, and causes him trouble with contacts he needs for his job.
That brings us to the most important part of creating a character: flaws. Perfect people are boring (just look at the first two seasons of Star Trek: The Next Generation) for the GM and the players; strong, charismatic, bold, and unstoppable means there’s no challenge. That might be fin if you game for self-aggrandizement, but it doesn’t make for good role playing. Bond is interesting not because he’s a suprahuman killing machine — it’s because he occasionally does stupid stuff because he’s a sucker for women, he’s driven like a cruise missile after his target, sometimes to distraction. Mal is interesting because he makes bad decisions in his desire to stay free, avoid the Alliance, and in his attempts to protect his crew.
Flaws might detract from what a character can do, but they make the character interesting.
3 December, 2011 at 15:35
Totally agree that flaws are the most important part of the character. The Savage Worlds role-playing game has a detailed system of Hindrances for each character and I’ve always felt that more than any other stat on the character sheet, it’s the Hindrances that make the character interesting.
3 December, 2011 at 15:42
It’s one of the reasons I prefer systems where you build your characters rather than generate them at random. My favored system is Cortex for the Traits/Complications they have that allow you craft a very well honed character; Savage Worlds is similar in flavor.
3 December, 2011 at 20:01
I’m decent at creating characters for the BSG RPG, my favorite part after getting their stats and T/C’s done is to take a step back and do their back stories. I’ve been working for a while on a Cylon War (aka: The First Cylon War). Since my friends want a character rich story, I’m more than willing to comply. I was wondering if I could get a critique from a fellow creator, and maybe some ideas for my unestablished NPCs.
3 December, 2011 at 23:13
Sure thing, so long as you don’t expect too fast a turnaround. I mostly get stuff done during the evenings right now, as I have a needy 7-month old attempting (and succeeding) in monopolizing much of my day.
4 December, 2011 at 02:37
I can understand, I have two friends who have two young children each and all of them are very demanding. I’ve come away with plenty of stories if I ever need to write a child in. But here are the short verisons of my said primary NPC characters, and all of them are still open to criticism.
Complete…
Commander Markos Greer a scorpian who’s a family man; disowned by his family for marrying a Caprican. Greer’s daughter is declared MIA when her baseship jumps out its drydock with her aboard at the start of the war. (for more details look here: https://docs.google.com/document/d/1UEkaO3EqA9NSTczcfflVUolCXFYcHD8Fs24jhn-8kXE/edit )
Colonel Robin Lark also of Scorpia, a very beautiful, and very intelligent young woman who is promoted to XO when the original XO and second officer are kill by the Cylons. She ran away from home after her mother got her hired as an exotic dancer and never looked back. She has a nose for secrets, and if there anything that’s need to know Robin would more than likely already know about it.
( https://docs.google.com/document/d/1yta1uT0jp-pNxh-_twoCXbi3z5t99n4FDNK_xz3aqAI/edit )
Captain Margaret “Wild Card” Manning of Caprica is the Command of Air Group, is essentially Starbuck and Apollo in one. Starbuck’s talents with Apollo’s calm and professionalism, however she is the first born to the president of the colonies – a valuable target for Cylon and rival alike. Her group comes aboard to replace the Cylon raider force that was originally aboard the carrier.
(But really this is just a stepping stone from my friends to take over as CAG, anyways; https://docs.google.com/document/d/1X0THKr4sfSZs73_XSyB8R_0pYSVUhFDz-dTrQskxL50/edit )
Incomplete…
Major Dr. Ariel Simbacca of Scorpio, it’s hard to like this guy. He’s a replacement to the ship’s Chief Medical Officer after the last one is killed by the Cylons. He has a very big chip on his shoulder for anyone who gets in his way and it’s very easy to piss him off, even if it’s something small like putting one small syringe in a drawer of slightly smaller syringes. I’m open to possibilities for this one.
( https://docs.google.com/document/d/1GE2arzK50YmMNHgwstQ060gAkvWo1CweM9HbTRE7F8U/edit )
Senior Chief Petty Officer Ally Hoffpavir sole survivor of the deck gang when the Cylons turned is another young face to be promoted to the command position. She is an adopted Scorpian from Leonis (Scorpia’s enemy) and had to put up with alot of racism during from her fellow trainees. Outside from that this one is the most open for ideas.
( https://docs.google.com/document/d/1-lWzn_J5JI2Deakxp5nGoVVfyfHBTYkkEeV5PoH9CQg/edit )
Last is Captain Simon Beach from a city in the Guardian Mountains on Scorpia, he’s a father of several kids, but also has to face the parenting alone as a widower. As chief engineer he keeps the ship repaired and running, while quietly he counts down the days until they pull back into home port. You can sort of get the idea of this guy if you read his small bio.
( https://docs.google.com/document/d/1gseS3bKm4sIuGNpPdCtvX3EE7kQ_jacEs-qnwjAO1II/edit )
Just a little extra the crowning joy; BSG-11. ( https://docs.google.com/document/d/1YE1ch3x5JdPZi_PzTXEMSdFUma_Lbp8feTf3NcyKCjE/edit )
12 December, 2011 at 12:51
I forgot to respond to this the other day — kid’s been in a growth spurt and insufferable — but from what i see this is a good level of detail. You leave enough open to play with, should you need to, and it gives enough of a background for you to work with. I would suggest that you do reveals on the background only as needed to keep a level of mystery to them.
4 December, 2011 at 19:32
Very true~
In ideal world we would all feel free to take flaws and other shortcomings regardless of mechanical incentive or requirements in the rules to do so, but looking around… not so ideal just yet. 😉 One thing I really enjoy about character generation with new players is watching the good ones wrestle with how to bring their character to life through their flaws. It seems like that is the part of chargen that can be grasped the quickest, and has the most humanizing effect.
9 December, 2011 at 04:02
[…] and had our gaming be better for it only to develop a shallow character in the next game? Black Campbell has some great suggestions and examples of how to develop those deep characters with just a little bit of thought beyond the mechanics… Just remember one key thing – […]
31 December, 2011 at 04:49
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