And there's nothing wrong with going back to that archive and snatching up a character when you finally get a chance to play, or when you're running a game and you need an NPC, an antagonist, etc. However, the issue comes when you choose a character whose theme, story, and tone really don't match the game you're planning on putting them in.
Which is why it's important you aren't trying to ram a square peg into a round hole... because no one is going to enjoy that.
Also, before we go any further, take a minute to check out the following supplements that have advice on this, and other subjects:
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| Don't put the wrong concept down there... |
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Make Sure Everything Matches
Consider for a moment that you're starting a new campaign. It's going to take place in the deserts of the deep south, and you're going to be dealing with fire elementals, mummies, trapped tombs, and ancient devils long-buried beneath the shifting dunes. It will be filled with horror, tension, and dark secrets of an empire long past.
Now, if you decided the best fit for this campaign was to bring an awakened polar bear that tells dad jokes whose sole motivation is a search for the world's most epic cheese, your GM is likely going to feel like you're just being a contrarian. After all:
- Polar bears are going to suffer in the desert heat, leading to massive negatives for the player
- The character has a ridiculous goal that's at-odds with the campaign
- The character has a radically different tone from the established tone of the game
This doesn't make this a bad character. It makes that character a bad fit for this particular campaign.
| The bear isn't the problem, here. |
The example seems obvious, but we make these kinds of mistakes all the time when we choose our characters, and try to shoehorn stories, ideas, or even builds that just don't work into a campaign. For example, playing a happy-go-lucky bard is perfectly doable in most Dungeons and Dragons or Pathfinder games, provided the tone of the game works for that character. But you can't take that same concept and just port it over to a grimmer, darker game like Warhammer Fantasy or Zweihander and expect it to work either mechanically, or tonally (since magic tends to come with dark, dangerous repercussions, and joy is a thing found only in stories). By the same token, playing an inflexible agent of the law (whether that be a church inquisitor or a sheriff empowered by the regional lord) can definitely work in those grimmer settings where paranoia and brutal use of force are part of the setting and story, but trying to play that same concept in a group where everyone else is planning to run heists, defraud the nobility, etc. is going to create immediate, negative conflicts.
Every character concept comes with assumptions built into it, and if those assumptions are not true in the game you're trying to put them in, it's likely that everyone is going to have a bad time. Which is why before you choose a character concept, whether it's from your archive or made fresh, hold them at arm's length and ask what assumptions have to be true for them to work.
For example, if you want to play a character that's an orc, or a tiefling, or a goblin, do those creatures even exist in the setting you're playing in? And if they do exist, do they exist in a way that allows your concept to work? If you want to play a young wizard's apprentice who is growing into their own and trying to make their way in the world, that concept only works if magic exists in a setting. And even if magic does exist, it's worth asking whether wizardry can be practiced openly in the world, or if it's a black art that's as deadly to the user as it is to those around them, because that could drastically alter the story you're trying to tell.
And even if there aren't fundamental issues between your character concept and the setting, they might still be a bad fit for the job. If the campaign is going to be focused on investigation, mystery, and politicking with relatively little (if any) combat, then bringing a character that's a bloodthirsty berserker that lives for battle is going to be a mismatch for the game. If the game is going to be set in the middle of a war where constant fighting and strategy need to be utilized, that is probably not a great game to bring a soft-hearted poet with no viable combat skills to. And if the game is dealing with cults who worship eldritch fiends, and said fiends are an open and understood part of this world, no one wants to have an elven academic constantly trying to debunk the existence of the devils when they are very real, very present, and they go next in the initiative order.
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| Seriously, my guy... just cast something please?! |
Again, all of these character concepts can work well in the right game. Players simply need to make sure they choose the character that is going to fit the campaign they signed up to play, and tailor that character to fit so they're a fun, engaging, and interesting part of that campaign.
Lastly, and this is just as important, if you don't vibe with the sort of game being proposed, remember that you are not obligated to play. If you're really jonesing for something upbeat, simple, and fun, but the groups want grim, serious, and complicated, that's not a game you're going to enjoy. If your creativity and your desires as a player aren't meshing with the game, or with the direction a group is going, it's perfectly okay to sit this one out. No game is better than a bad game, and when you aren't having a good time, that's going to send ripples through the rest of the table.
Find a character that fits the world and story, and find a table that fits for you and your needs as a player.
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