Showing posts with label square peg. Show all posts
Showing posts with label square peg. Show all posts

Thursday, February 12, 2026

Build A Character For The Game You're Actually In (Square Pegs and Round Holes)

If you're a fan of RPGs, then you're likely familiar with the Character Assembly Line. This is a phenomenon that happens to both players and Game Masters alike where you start making character after character, and concept after concept, even though you don't have games to put them in right now. Sometimes you make a few notes on them, and sometimes you draw up an entire character sheet (just for the practice) and write dozens of pages of backstory, but a lot of RPG enthusiasts go through this process.

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:


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.

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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That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

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Tuesday, July 3, 2018

5 More RPG Characters We Should All Stop Playing

About two years and change ago, I wrote a post titled The 5 RPG Characters We Should All Stop Playing. I'd written some controversial posts before, but that particular piece exploded. Once the initial furor died down, little brush fires would start up from time to time when it got re-discovered and re-debated by people. Then Nerdarchy gave me a shout-out last year, basing a fairly popular episode on the five characters I put forth, and the resulting explosion made that piece my most-visited post ever.

Thanks again, guys!


I've been thinking on the concept of disruptive, frustrating, and all-around trying characters again, though. So I thought it was time to create a follow-up to that original piece, and talk about 5 more concepts that I would be glad to never see again... as well as some advice for making them functional, if you insist upon them.

And for those who have been fans of my more controversial posts, might I recommend also taking a look at I Don't Really Care What Gygax Had To Say as well as It's Okay To Admit There Are Problems In Your Hobby.

Anyway... on to the new list!

#1: The Kleptomaniac


"Hey, Varas, have you seen my-" Gold? No, why? You think I stole it? I didn't, no one saw me!
Thieves have a long and storied place, both in the genre of fantasy as well as in tabletop RPGs. It was even the granddaddy of the rogue, for those who've been playing that long. There are some characters, though, who are not thieves in the professional sense of the term. They're kleptos. These characters must steal everything. This includes goods they could actually afford, the treasure they find in dungeons, and even the purses and backpacks of their companions while they sleep.

Some players think this concept is hilarious, and anyone who doesn't see the joke is clearly just a stick in the mud who doesn't know how to have fun. If the DM protects this character from having his hands cut off, it often sours the rest of the table. And if his victims are allowed to pay him back for his acts? Well, that often leads to a sulky player.

This is why so many DMs don't allow you to play a kender.

But If You're Going To Do It Anyway...


Just be a thief. There's nothing wrong with being a thief, and a party can really benefit from having someone who's light-fingered at the right time.

"At the right time" being the key phrase.

Generally speaking, this means that your fellow party members, friendly NPCs, and your allies, are off-limits. For maximum efficiency, only steal objects that are valuable, and only do it when it would have an impact on the game. Swiping a few coppers from the drunk at the bar isn't really worth the time or effort. Palming the dungeon key from your jailer, though, is something that will earn you a great many thanks from your fellow party members who would like to just walk out of their cell.

#2: The Proselytizer


"Excuse me, have you heard the good word?" Only a thousand times, Jerry.
There is an urge to model the fantastical off of the familiar. And when we attempt to model characters who genuinely believe they have been chosen to do the will of the gods, and that they are on the side of good and truth, we end up with a bunch of sanctimonious, stuck-up, self-righteous killjoys for some reason.

Paladins, clerics, and other servants of the divine come in a thousand different flavors. From the pious to the quiet, from the brooding to the jolly... but there is always that one character who wants to do nothing but tell you their good word. Who wants you to listen to them sermonize, who wants you to pray with them, and who will often withhold their aid from you if you choose to act in a way that runs counter to their own faith.

Whether it's the holy knight who guilt trips her companions who choose to celebrate with wine, or the cleric who shames his party-mates as they come out of the brothel, you are not winning any friends among the table.

But If You're Going To Do It Anyway...


There is something admirable about someone who sticks to their own beliefs, despite temptation. The key to remember, here, is that your vows, your oaths, and your faith are yours. So if those vows aren't actually compromised by the company you're keeping (if you are a servant of the light, your god might frown on you for keeping company with Blitzrock Baby-Eater, for example), don't make a big deal out of who the rest of the table chooses to play.

By all means, roleplay your discussions about religion. Have long philosophical talks about the meaning of good and evil in your fantasy setting. If other members of the party follow your god as well, then discuss the vows you took, and the proper path you should follow. But if your faith declares you must give your wealth to the poor, or only eat simple meals, or do Crossfit every third Saturday, don't nag everyone else for not following your restrictions. Especially if them not following your restrictions doesn't actually hurt you in any way (losing your powers, being expelled from the church, etc., etc.)

#3: The Murder Machine


"Afternoon, sir! A fine day for-" I bury my ax in the innkeeper's face!
Combat is a healthy chunk of any RPG. Even in situations where you're trying to pull off a bloodless heist, or orchestrate a political coupe, there's always the chance that swords come out, and blood is spilled. However, there are some characters who exist only to leave a wake of destruction and death behind them. Every merchant they've ever met, every town guard who ever asked them their business in the city, and every bartender who ever asked what they were drinking was met with death threats... if the character bothered to speak at all before just running them through.

There is some exaggeration here, but if you've been round the gaming block before, you know a Murder Machine when you see one. Likely because you're constantly trying to stop them from pulling steel, or slinging spells, as a response to anything resembling conversation openers from an NPC.

But If You're Going To Do It Anyway...


The concept of a character who only comes alive in battle (or one who only feels comfortable there, since they know the rules of combat) is one that's quite common in a lot of different genres. But if you're going that route, you still need to flesh out who your character is off the battlefield, and what triggers their aggression response. Are they a socially-awkward hulk who gets angry when people laugh at them, so he tends to brood and glare in silence unless someone actively puts in the effort to get past his outer defenses? Is she paranoid, seeing violence or the threat of violence as the only thing that keeps those around her honest, and preventing them from thinking she's weak? Or does this character deal with a bloodlust that has to be slaked, which is why they don't come near civilized places unless they've had enough battle to get it out of their system?

There are all kinds of options, and all sorts of characters, that fit this mold. From warriors on a hair-trigger, to formerly brainwashed bodyguards, to sorcerers who have trouble controlling their tempers along with their powers, the easiest way to avoid going too far and becoming a Murder Machine is to make sure there is always a method to when your character decides that violence is necessary. And to make sure they have personality and presence when initiative is over, and it's time to play the rest of the game.

#4: The Square Peg


A dozen books full of character options... and this is the one you chose?
RPGs are a group-oriented activity. Everyone makes their avatar, and comes together to tell a cooperative story... but it only works if everyone is willing to work together. A square peg character, though, does not fit the game. Whether it's conceptually, or in the execution, it does not matter how hard you hammer that peg, it is not going to fit.

Anyone who's played for a while has examples of this one. Whether it's the sadistic, demon-worshiping child torturer who tried to join the party of holy warriors, the paladin plunked down in the middle of a gang of thieves and assassins, or the light-hearted bard who showed up to the grimdark game, these characters are like a sour note. It's like the player behind them is off in a totally separate game that no one else is playing, and it wears pretty thin pretty fast.

But If You're Going To Do It Anyway...


The easiest way to fix a square peg is to simply shave off the corners until it fits in the round hole. As an example, say you are the monster who tries to sign up with the party of holy warriors. You could be a repentant villain, attempting to undo your past wrongs with the skills you learned before your change of heart. Or you could take a few precautions to keep your wickedness hidden, ensuring your companions don't instantly sniff you out. If you're a bastion of law, but you find yourself surrounded by thieves and killers, ask how you came to be there? Do you attempt to use diplomacy and intimidation on their behalf, lowering the body count and achieving real results so that no one has to get hurt? Or have you turned your back on righteousness, and you're going your own way now?

And if you're the light-hearted minstrel in a world full of darkness and terrors, the easiest way to fit is to squat down in the mud and blood with your companions, light up a smoke, and drop your performer's cheer for a moment. Take a deep drag, and talk about how hard it is trying to keep the light burning in people's hearts when you live in a world full of rain. But someone's got to do it, and you're pretty sure they don't know how to handle a mandolin.

The core concept of most of these characters can be preserved, while shaping them to fit the game you're actually playing. But remember, not every character will fit in every game.

#5: The Rando


"My elf jumps off the bridge." But why would he- "Did I stutter!?"
Random chance plays a huge part in any given game. It determines how persuasive the judge finds your arguments, whether your shafts strike your enemy in the heart, and whether you manage to fight off that cold you contracted on the trail. But there are some characters who seem completely determined by the whims of chance. Everything, from how they feel when they wake up in the morning, to who they're friendly toward, to which enemy they attack in battle, is decided with a roll of the die.

This is both annoying, and potentially hazardous to the other characters, as well as the overall plot.

But If You're Going To Do It Anyway...


Don't... just don't.

As I said with The Misanthrope in the first installment, this kind of character doesn't need to just be played a certain way; it's incomplete. Whether you're actually rolling a d20 to determine every action the character takes, or you're choosing to make them behave in a truly random manner (not impulsive, or silly, but outright nonsensical) just stop. Sit down, and create a character who has reasons for their behavior, who has motivations, goals, drives, and a purpose.

That is not to say you cannot play the fool (such as someone who feigns getting absolutely fall-down drunk before an important mission, or whose zany antics are actually a cover for a cunning strategy), or that you must be serious all the time. Characters are people, and like people they can be complex or simple, clever or stupid, brave or cowardly... but the thing they have to be most is consistent. So figure out who your character is, and what makes sense for them to say, do, think, or believe according to the core of who they actually are.

That's all for this week's installment of Moon Pope Monday. Sorry it was a little late, but I was on the road most of yesterday, and didn't have time to sit down and bang this one out. For more of my work, check out my Vocal archive (especially my Gamers page), or stop by the YouTube channel Dungeon Keeper Radio where I help out in bringing Evora to life. To stay on top of all my latest releases follow me on Facebook, Tumblr, and Twitter. Lastly, if you want to help support me and my work, head over to The Literary Mercenary's Patreon page or consider Buying Me A Ko-Fi!