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Moving Target ![]() ![]() Group: Members Posts: 903 Joined: 7-February 03 Member No.: 4,025 ![]() |
I'm one of those GM's who really likes to see characters be involved in the plot of the stories. "Go here, stop this guy, learn this, then go here to stop this guy." plots get old fast.
I like how SR encourages players to grow a character with the "20 questions" bits and info on contacts. But I'd like to expand on that with some tried and true tricks to make good characters. 1) Do not entirely flesh out your character before playing him. Give yourself room to create events in his history, or aspects of his life that will give cause to interact with other PC's or NPC's that you meet later. Example: If you don't list every job he's ever had, you leave yourself and your GM a chance to justify why you might know an obscure piece of info, or why somebody from your past turns up to ask for your help. A good GM should appreciate this. This can prevent what in improv terms is called blocking: "Your ex-girlfriend calls you in tears, needing your help." "I don't have an ex-girlfriend..." 2) Spread yourself out. Okay, so you're a street-sammie and you have a knowledge skill in Bushido, and spend 3 hours a day cleaning guns and sharpening blades. What else do you do? Try this, think of someone you know and describe them in a two or three word phrase, like "She's a small town politician." Next time you talk to that person, tick off all the things they refer to that has nothing to do with that description. -likes woodworking, an experienced butcher, knows tons of dirty jokes. This is what real people are like, and real people are way more interesting. Make it clear to your GM that you are not trying to cop extra knowledge skills out of this, just trying to make a more interesting character. (The example that I used in this paragraph is my mom.) 3) Give your character a goal, the goal he thinks he wants. Pass this on to the GM. Make it clear that acheiving the goal is not important to you the player, but it is important to the character. Sub-plots can go on for years over this. While you're at it, create a short-term goal for you the player to strive for. Don't pick something that is cause for your character to retire, make it the next thing to shoot for. For fun, don't pass this on to your GM, but see if you can acheive it anyway. Avoid goals that directly empower your character in terms of game mechanics. Chances are your GM is already on top of that part. Be prepared to come up with a new goal once this one is reached. 4) Give your character a character flaw. Not one that has anything to do with points, just something that makes him human. Example: He doesn't like to accept help from people, or he is ashamed of his history. Make this flaw clear to your fellow players, and assure them as a player that this character can and will outgrow this flaw. Do not use the flaw to impede other players, only use it to impede yourself and only in non-critical circumstances. Watch as other characters approach yours to try to help him through this. 5) Don't be shy of romance, sex is perhaps the strongest motivator in the world. To keep things at a comfortable level, remember that attraction between people can be pretty unpredictable. So at some random point when there doesn't seem to be anything else going on, tell your GM that your character is taking a romantic interest in an NPC, maybe his contact or someone else's. In turn, let the GM make this determination for you as well. After all, you can't help who you fall in love with. This could be a total writeoff as far as plot, but a good GM will do something with it. 6) Play 'character in a minute'. That is, while someone watches the clock, you are bombarded with random questions about your character by other players. You must answer, which usually means making the answers up on the spot. Avoid "what is your favourite....?" questions and use a lot of whys and hows. 7) Cultivate relationships among PC's especially without a GM around. After the characters have hung around a bit, make a point of determining what they've learned about each other. Haven't your characters spent a couple of hours on a plane together at some point? Characters that always keep to themselves and don't share personal information are just indications of lazy roleplayers. Besides, no one is "always" something or "never" does something. Anyway, that's the advice. Hope it helps. |
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Lo-Fi Version | Time is now: 26th July 2025 - 04:49 AM |
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