Showing posts with label Character creation rules. Show all posts
Showing posts with label Character creation rules. Show all posts

Saturday, March 8, 2025

Rules for Character Creation

Characters must suit the setting and tone of the game.
  • Be mindful that playing a joke character when the everyone is trying to have serious tone, or vice versa, can ruin the mood and spoil others fun.
  • Bring a fantasy character to a fantasy, bring an adventurer to an adventurer, etc.
  • Your character is from the setting, and so your character would have values and beliefs of a typical person in the setting, not modern-day earth.

Characters must be able to work as a team
  • The intent is to foster collaborative playstyles rather than adversarial playstyles. Consider creating a character who is either a friend or family of another player character, or an ally with common loyalties, goals, and/or values.
  • No anti-heroes, loner characters, or overly greedy or selfish characters.
  • The character's morality or alignment must not be incompatible with the party.
  • Don't commit to your character's quirks to the party's detriment.

You are an ordinary person from the setting.
  • An ordinary person means a regular dude, not a caricature or parody
  • You do not start out great or heroic but have the opportunity to earn greatness.

No backstories.
  • The first few play sessions will be your backstory where an opportunity or conflict has come along, and now you're an adventurer.
  • All participants begin the story with the same information and understanding, which can help manage expectations. They learn about the world together and figure it out together.
  • Character's change over time can be better appreciated because each of them will be a point of comparison to the others.
  • This is also about simplicity; the GM does not have to weave multiple backstories together.

Characters must be ambitious.
  • Each character needs a long-term goal, and they need to pursue their goal through play. Work with your GM to create a goal for your character that you think is fun and that suits the game.
  • Simple goals are great. Finding treasure or solving a mystery are excellent goals.
  • The intent of PC goals is to make sure that the GM is preparing content that the players find interesting. 
  • When a goal is achieved, the player must find a new goal for their character with input from the GM.

If your character dies, create a new one using the same rules.
  • At the start of the game, create a backup character who has the similar origins and etc. as the party for cohesion, and keep them on the metaphorical bench until they need to be swapped in.
  • An established NPC ally of similar experience to the players can make a great replacement PC.