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I am Not a Number: Breathing Life into RPG Characters

Workshop 3

There are two ways to play a character. Creating a Background


1. Play by roll / dice. 1. Birth Information (culture shapes character)
2. Play by role. This is an important location hook you can use later.
a. Race / Nationality — character may be
Dice are a great tool. You are playing a character. discriminated against because of this.
There is no creativity in numbers. Any fool can roll b. Environment
dice! Characters are individualized, complex and deep!
Characters who live on numbers are B-O-R-I-N-G! 2. Family
Characters who are roleplayed are more interesting What more important ties can the character have?
and last longer.
Parents may play a role in their future. Son doesn’t
always follow in his father’s footsteps. Is the family
Creating a Character alive? Where do they live? How our parents feel
Start by deciding where you, the Game Master, are about us has more influence over us than
going. This is in contrast with most games of the anything else.
industry. Game systems aren’t as important as what
you do with them. If you don’t know where you are Siblings are annoying. Dealing with siblings can be
going, you won’t be able to figure out how to get there. different than parents. Characters don’t need to
Where does the character you / your players are know where family members are. If they do, it ruins
creating fit into the adventure and the party? all the Game Master’s fun.

Choose skills and abilities based on where you are Siblings / parents view toward the character and vice
going. The players still have not yet picked up the dice. versa is important because:
As the character’s creator, you need to know what he’s a. Shape the way the character thinks.
able to do. The background will point itself to his b. It provides things you can use against the
“minor” skills. They shouldn’t all be professional skills. character. The more complicated their lives, the
All professional skills will lead to a one-dimensional more they’ll enjoy it.
character. c. Education and training
● Who educated them? This is another hook.
Create the character’s background. When done, the ● How much of the teacher’s status reflects on
player should have someone who could be a real the student?
person. Emotions, likes, dislikes, etc. This also helps ● Apprenticeships. If the character is busy when
the Game Master find out what the players really care his apprentice shows up, what happens?
about through the presentation of his character’s d. Interests and hobbies
background. The Game Master should make notes at ● More hooks.
this time. Don’t show these notes to the players. This ● This helps decide the skills the player character
gives the Game Master his emotional hooks on his has. Education, hobbies, etc. should be reflected
player characters. by skills.

Game Master Workshop Series


e. Experience Distinguishing features can be what people grab
What did the player character do before? to and remember you by. They can also be the
Successes and failures also mean “friends” and source of nicknames.
“enemies.” A few more hooks and non-player
character contributions. 4. Appearance.
f. Friends, enemies and lovers How the character affects himself! Dress,
Personality, physical descriptions, and how they cleanliness, and accessories. What the character
are associated to the player character should be wears shows you his culture and wealth. A character
noted. How did they meet? Get as much doesn’t have to dress to his own class, however.
information as possible. “The best enemies used
to be your friends.” This works the other way Let the character playing a knight design his own
also. Where is this person now? (This may be Coat-of-Arms to tell of his family’s history. Read
something the Game Master determines.) Don’t book on heraldry for information. This adds flavor
pass up romances. This leads to even more that wouldn’t be there otherwise.
ammunition.
g. Life experience shapes what you do (skills). Players love things that are flashy. Jewelry can be
h. Wealth and class good for attracting thieves, family curses, etc.
● What has the player character done to
deserve this? Transportation can fit into appearance.
● If money comes from his profession, what How does he get around? Does he walk? Does he
does he do? have a horse that has ribbons woven in its mane?
Example: Marvel Superhero doesn’t get money
from being heroic, but because of what he does in 5. Personality
the mundane world. Employers can be a patron Alignment is worthless. It is a crutch for people
or obstacle for adventuring. If freelance, the who can’t create personality and an individual.
player character is usually poor. It’s a great starting point, but not the end all, be all.
● Where does he keep his money?
● Does he have items he can sell? Alignment languages shouldn’t be used. They are
This affects skills again. A high social class need really useless. Good and evil are not absolutes.
to know those abilities of belonging to that class. They are a function of:
If poor, a player character would have skills to a. Background in genre / game.
make money go farther. b. Your personal choices as a Game Master. You
shape your world’s mortality. A person does not
3. Features view himself as evil. Neither will your players.
If the player character has money, he could be c. Your player’s choice.
flabby from a lack of exercise and have soft hands.
Poor might have a broken nose, scars, limp or even 6. Recognition Handle
his speech may be impaired. Physical descriptions One sentence to describe the entire character.
are what people will notice about you first. When
you introduce your character, you need to present 7. Now, the moment you’ve been waiting for. Roll
your physical characteristics. the dice. Create the basic stats for your system.
a. Random generation.
Certain characteristics build stereotypes (such as b. Semi-random generation (throw out bad rolls).
blonde). They’re not true, but people may react if c. Roll a number and divide between the areas.
the player character doesn’t act as the stereotypes. d. Fudge the rolls.
They expect one thing and get another. e. Construction — fixed number of character points
and build the character from that.
CHARACTER BACKGROUND RECORD SHEET
Character background record for (name of game / campaign world) _____________________________

Character name __________________________________________ Aliases _______________________

Race / nationality _____________________ Birthplace ________________________________________

Height ________ Weight _________ Hair color / style ____________________ Eye color ____________

Distinguishing features __________________________________________________________________

FAMILY
Name Relationship Sex Age Occupation Status Feelings

EDUCATION

Education level ____________________ Educated by _________________________________________

Apprenticeships / schools ________________________________________________________________

Hobbies / interests _____________________________________________________________________

EXPERIENCE

Past employment information ____________________________________________________________

Major successes / failures ________________________________________________________________

WEALTH / CLASS

Economic status _____________________ Social class ________________________________________

Current profession ________________________ Position ________ Employer _____________________

Pay / period _________ $ on hand _________ $ in hoard _________ $ banked __________

FRIENDS / ENEMIES / LOVERS


Name Relationship Sex Age Occupation Status Feelings
CLOTHING AND CARRYABLES

Clothing (type / material / colors) _________________________________________________________

Weapons / armor / equipment normally displayed ____________________________________________

Jewelry / hand-held items _______________________________________________________________

Insignia / badge / coat of arms ___________________________________________________________

PERSONALITY

Character’s view of self __________________________________________________________________

Character’s view of others _______________________________________________________________

Temperament _____________________ Ideals _______________________________________________

Goals: long-term ______________________________ short-term ______________________________

Likes _________________________________________________________________________________

Dislikes _______________________________________________________________________________

Quirks ________________________________________________________________________________

Recognition handle _____________________________________________________________________

ADDITIONAL INFORMATION

Copyright 1992 Guy W. McLimore, Jr.

This paper is a written record of the “Game Master Workshop Series” presented by Guy McLimore and Greg K. Poehlein, creators
of Star Trek: The Roleplaying Game. This workshop was held at GenCon in 1993. There are eight pieces to this series.

This account was made by Laura Rajsic-Lanier (lauralanier@comcast.net). She makes no claims to the material presented herein.

Game Master Workshop Series

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