Showing posts with label character generation. Show all posts
Showing posts with label character generation. Show all posts

Saturday, September 22, 2018

6 Dos and Don'ts of Character Flaws

When it comes to making characters, there are a lot of players and dungeon masters alike who feel the process isn't complete until a character has been assigned their flaws. However, before you start rubbing in grit or distressing your PC willy nilly, I have a couple of suggestions that I think might help keep your flaws interesting and engaging, without going overboard and creating problems for the rest of the table.

What's your flaw? "I'm too honest." That's not really a flaw... "I don't give a shit what you think."
To get a sense of what I'm talking about, consider some of the following dos and don'ts. And, for more on this topic, refer to the entry How To Write Flawed Characters over on my sister blog The Literary Mercenary.

And if you're a dungeon master looking for a handy list of fully-fleshed characters, you might want to check out 100 NPCs You Might Meet At a Tavern, which I wrote for Azukail Games a bit ago. A lot of the following suggestions went into the process for making that list.

#1: Do Assign Active Flaws


Geoff just polymorphs into a goat when he's scared. Also he can't cast spells as a goat.
Something a lot of players will do to try to minimize character flaws is to pick specific flaws that won't have any real impact on their character's story, or which aren't going to come up all that often. As an example, say you have a character who has a paralyzing fear of deep water. If the whole game takes place in a desert, where there is never any water deeper than mid-thigh, then this flaw isn't really a flaw. If this character has to get onto a ship, though, or finds themselves in a race against time in a flooding cavern, then this would be a lot more active as a flaw.

If a flaw is never activated, and always hangs out in the background, then it doesn't really matter. If you can go the entire length of a campaign without this flaw ever coming up, choose something else.

#2: Don't Use Character Flaws As An Excuse To Disrupt


"That NPC looked at me funny... I kill him!" That's the king. "So? I'm short-tempered!"
We've all been at a table with that player who picks a flaw specifically to push everyone else's buttons. Maybe they choose to play someone who's really, needlessly aggressive. They might choose to be actively prejudiced for no particular reason. All too often they have some kind of sex addiction, or they're a kleptomaniac. And then when you call them on this behavior, they hold up their hands and say, "Hey, I'm just playing my character's flaw!"

As I said in The Dangers of The Phrase "I'm Just Playing My Character", you don't get to duck the blame for annoying the rest of the table, disrupting the game, or making people uncomfortable. You still made this character, and you are the one who assigned them this flaw. As such, the actions you've chosen to take are still your responsibility as a player.

#3: Do Show Character Development Through Flaws


I bring them in alive, this time. Maybe Haran was right, and I don't have the right to judge them after all.
Nowhere is it written in stone that characters have to face (and overcome) their flaws. In fact, you might end the game with the same swaggeringly overconfident, boorish, more-than-slightly toxic character you started the campaign with. That's fine... but it should be done as a deliberate decision from you, as the player.

Generally speaking, flawed characters are more interesting when we see them struggle with their flaws, and at least attempt to overcome them.

Does the coward learn to face their fears, and leap into the fray in time to save their friends? Will the aloof loner learn to open up and make real connections among the party? Does the arrogant warrior learn humbleness watching the selfless cleric? You don't have to do this, but characters that have development arcs are generally the ones we tell stories about long after the campaign is over.

#4: Don't Just Pick The Big, Sexy Flaws


Yeah, my character's a pyro! Guys? Seriously, guys, why are you laughing?
I have a theory that picking big, sexy flaws for characters comes from the same, knee-jerk reaction that makes players always kill off their character's entire family. Everyone does it, but very few people do it thoughtfully and deliberately. As such, a thing that was supposed to be a single aspect of your character grows, cannibalizes everything else, and becomes their single, defining personality trait. Worse, it often ends up becoming a parody of what it was supposed to be in the first place.

Take the pyromaniac sorcerer. An unhealthy obsession with fire that occasionally tips over into a kind of blind need to burn enemies where they stand can make for a character who feels a little unbalanced, and who is trying to maintain an addiction without hurting themselves or the people around them. That's an interesting, compelling flaw. A character whose first reaction to an NPC not doing what they want, or who simply wants to commit a string of arson across the city for no reason other than because, "He really likes fire, guys!" is not just a boring character, but they've become a parody of what they could have been. The same is true of the character who suffers from dissociative identities, the sadist who wants to torture everyone they come across, or the rage case who reacts to any form of criticism with violence. These aren't flawed characters... these are stereotypes of one specific flaw that are standing in for a character.

Does that mean you should only limit yourself to small flaws? Hell no! If you want to go big and operatic, then do your thing! Just remember that you don't want to Flanderize yourself.

#5: Do Choose Flaws That Appeal To You


My druid has no idea how to people! It's like that intro arc in Tarzan!
A lot of the time players treat flaws like vegetables... they know they should sprinkle a few in there, but they don't want to, because it's just clashing with that they've made. Rather than trying to force a flaw you don't like into your character, consider making a flaw that you actually relish bringing to the table. Big or small, just make sure you are having fun with it (and that it meets the former criteria in the other sections).

A character trying to reform their murderous ways, and thus who has to constantly try to restrain themselves from violence until there's no other way, can be fun. So can a character who tends to be deceitful, or one who has to learn important lessons about manners. Any flaw can work, but you have to want to play it in order for it to be enjoyable. Because if you're not having fun with it, neither will the rest of the table.

#6: Don't Compromise Your Performance


Can he help? I don't know, maybe... but isn't he cool?!
This is a story version of the Shiny Blue Ball syndrome I mention from time to time. In this case, players can get so caught up in the story and potential surrounding their character's flaws that they forget the character also has to perform a function within the story, and as part of the party. Which is why it's worth asking yourself if your flaw is going to get in the way of you doing your job, and thus getting the rest of the party to fire you.

As I said way back in Remember, The Party Is Under No Obligation To Adventure With You, your character is essentially part of a band. Your job is to show up to the gig on time, and do your job (play the drums, slay the goblins, cast the spells, what have you). If your flaw prevents you from doing that, then your character has shot themselves in the foot regarding their usefulness to the game.

In more concrete terms, say you want to play a PC who's a drug addict. Long as they've got their fix, they're good to go. Sharp, strong, and while they might be a little overly enthusiastic, they perform when you need them. But how many times will the party have to dig you out of an opium den and sober you up to go adventuring? How many days will you be fatigued and dealing with a -6 penalty on all your rolls because you didn't get your pipe? And at what point will they decide to just leave you in whatever den of iniquity you holed up in after your last dungeon delve, and just go on without you because you're too much of a liability?

These questions should be asked of all flaws. Whether it's a character who can't control their temper, who commits too many crimes, or who is constantly doing things, "because that's my flaw!" that get everyone else in trouble, too, you need to know how many shenanigans your table is willing to put up with. Because character flaws are best when they aren't a bigger obstacle than the lich king you're trying to oppose.


That's all for this particular Fluff installment! If you've got any particular character flaws you love, or horror stories you want to share, leave them in the comments below! For more of my work, head over to my Vocal page, or just click my Gamers archive to see only my tabletop articles. Alternatively, you could head over to the YouTube channel Dungeon Keeper Radio where I help out quite a bit. To stay on top of all my releases, follow me on Facebook, Tumblr, and Twitter! Lastly, if you'd like to support me, you could Buy Me A Ko-Fi or go to The Literary Mercenary's Patreon page to become a monthly patron. Either way, there's a load of free gaming swag in it for you as a thank you!

Monday, August 14, 2017

Make A Character Creation Document For Your Game (Seriously, It Helps)

In the days of yore, or so the legend goes, no campaign would start until all the players had gathered round the table. The dungeon master would sit at the head of the table, and watch as each player rolled their character's stats then and there. For the longest time this was just part of how gaming was done, but as our editions grew more sophisticated, we began to do more and more character creation on our own. Once we were able to assign our stats to the attributes we wanted, instead of just putting them in order and taking whatever we were given, it was possible to know exactly what character we wanted to bring to the table long before we ever touched our dice.

And when we got rid of THaCO? Woo, all bets were off!
This freedom presented a world of opportunity for players, but it also complicated things for the dungeon master. Because the more freedom players have to make the characters they want, the tougher it can be to corral them into the chute to get the campaign going. And once class, race, etc. were no longer randomly made-up on the spot, it made no sense to keep that approach when it came to making the character's history and story. So players started making characters with more depth, more history, and to whom they were generally more attached to from the get-go than a PC they'd been assigned through totally random rolling.

There is a great DM tool that I discovered some time ago that I'd like to pass onto you that both helps players create deeper characters, and helps you weave them more organically into the game. I've been on both ends of it, and it can be a lifesaver.

The Character Creation Document


I first came across the idea of the character creation document when I joined an organized LARP in Chicago. The short version is that it was a questionnaire that asked you all about your character. It asked what you did for a living, where you lived, who you were related to, what supernatural powers you had, and how you kept them secret (or didn't). It asked about your allies and your enemies, and about your character's goals, fears, hopes, and experiences.

It was, in short, a quick way for the storytellers to get a snapshot of who this character was, and how they would react to certain situations.

Ah... my PC's crippling fear of water...
Now, a character creation document is not a stone tablet that is meant to totally lock in your character's attributes. They can still grow and change as you play them. However, the document allows your DM to ask you questions they deem important to the campaign, and to your character.

For example, if your DM is running a game where there are important NPCs to act as mentors, friends, and family members, then they might ask you what qualities your PC admires in others, and what qualities others tend to admire in them? If your DM wants to run a more psychological game, then he might ask about your character's fears, what motivates them, and what enrages them? What do they care about? What would they sacrifice themselves, or others, for?

These sorts of questions don't typically have spots on a character sheet, but they can be invaluable both to DMs, and to players. Because the answers can help a DM shape the game around the characters, and the questions can help players fill out and develop PCs in ways they may not have been asked to in the past. After all, a player may not think all that much about what hobbies their PC has when not slaying dragons, or ask whether they've been married in the past (or want to be in the future). A character creation document gets all of that information, and puts it squarely into the DM's hands.

If you need a place to get started, you might want to check out 10 Questions To Put On Your Character Creation Document.

And, if your DM is generous, you might even get a special reward for completion. More starting gold, more XP (even though I personally recommend against using XP whenever possible), or even social benefits derived from your answers to your questions. I personally recommend putting a carrot out there, though, because when you dangle a reward players will give you much more complete information than they otherwise might.

That's all for this week's Moon Pope Monday post. Hopefully it stirs some thoughts for all the DMs out there looking for a way to get a better glimpse into the PC's heads. If you're interested in more gaming content by yours truly, check out my archive over at Gamers. It's small now, but should be growing soon. If you want to stay up-to-date on all my releases, then follow me on Facebook, Tumblr, and Twitter. And if you want to help support Improved Initiative, then head over to The Literary Mercenary's Patreon page to become a patron today. All it takes is $1 to make a difference, and to get yourself some sweet swag.

Monday, March 7, 2016

Check Out Chaotic Animations For Classic Animation With Attitude

So, as a resident of the stranger corners of the Internet, I run into a lot of cool projects that no one's heard of. Recently I came across a small animation group who's trying to provide all of us with stories we want to hear, and to present them in a tone that will jangle our nostalgia bells. If you've ever been a fan of old-fashioned Disney cartoons, then you need to check out The Forgotten Toon.


Now, that little video is just a proof of concept from Chaotic Animations. And while they'd love to do more with both this story, and with others they have waiting on their drawing boards, it takes a lot of time, effort, and support to create full-fledged animation. Way more than it takes for almost any other kind of project out there. Which is why I'm doing my part to help boost their signal, and asking my readers to check them out. If you like what you see, then become a subscriber to stay on top of their latest offerings. If you find their videos amusing, rate them, and share them with a few friends. If you're feeling particularly daring, say something nice in the comments. Trust me, it takes serious fortitude to step out onto that no-man's-land with a positive attitude.

We have someone offering encouragement... permission to engage?
For those of you who really want to see where Chaotic Animations is going, though, you can also check out their Patreon page. Every little bit helps, as I like to remind folks.

Speaking of helping, if you'd like to keep Improved Initiative going, then stop on by The Literary Mercenary's Patreon page as well. As little as $1 a month will keep my posts coming right to you, and I never charge for these little Monday updates. Also, if you want to stay on top of all my latest updates, then be sure to follow me on Facebook, Tumblr, and Twitter, too.