Jul 292013
 

I will happily admit that this is another of those posts that I start while knowing full well that there’s a whole lot I have to say on the subject, and it probably won’t fit into just one post. I make no promises as to when I will get back to the rest of it though, as right now I have one particular element of the character generation process on my mind.

I am a few short months away from creating a character for a game that I will play in for roughly 9 months, and providing I don’t go and get myself perished, I will play said character for the duration. So I should be thinking about playing the kind of character I would happily be stuck with for a good long while. But here’s the kicker; there’s every chance that I won’t get to play that character. There are several factors determining whether or not this is the case, and I’ll deal with a few below, but I’m popping the advice for any gamer out there right here: Be prepared to play a character that you never planned on playing.

The game I will be playing has a character generation system that mixes dice rolling for attributes and a points system for skill levels. Lets look at the dice rolling though, as this is the most obvious way that your finely considered concept could be turned on its head. I wish I could share with you all the character creation system, but it is still a work in progress and as such they have asked me not to share it. To sum up, each attribute is decided by three 20 sided dice, but certain nationalities roll more dice and the player chooses the three they would prefer. Dice being what they are, it is totally possible for a character who really wishes to play a hard as nails Northern pirate raider, but when she rolls the dice, ends up with a strength score of seven in a percentile based game.

I’m sure there’s a whole bunch of people out there who will tell you that they have had amazing games with characters that sucked. I know there’s at least a couple because I’ve read about them. What I’ve found to be more common though is people who would much rather ditch a character build as they’d got their hearts set on something that is now unfeasible based on the stats they’ve rolled. My advice here may not be popular, but in its simplest form it is thus: change the thing you want to play.

People may be tuning out now, thinking what the hell is this crazy person talking about?! I don’t mean change the entire concept, just change the bits that no longer make sense, A little while ago I wrote a quick little plot seed up about the start of an adventure that I think would actually be a lot more typical of starting character’s jaunts out into the wild away from their homes and families. You may want to be a huge viking warrior, but if can’t, re-imagine her as a younger woman. Starting out with nothing but a knife and a rotting leather jerkin, it may not matter how she strong she is right now, but the character you want her to be, becomes a promise to yourself of the hero that the character will become.

Of course you also have the more extreme option to just change your concept. I have never yet been in a position where I have felt the need to do this, but that doesn’t mean this situation doesn’t exist. The closest I have come came down to a series of random rolls for backgrounds. What started off as a pretty cool idea for a conman character, would have been hamstrung by poverty and a drug addiction. Either of which is far from ideal, but both together meant that I had little I could bring to the character other than these facts when starting out. Rather than start from scratch, or struggle with a character concept that I had very little interest in, I spoke to my GM, and we decided to just re-roll the things that had such a negative effect.

Talking about issues is the biggest tool you have at your disposal when it comes to a bad result on the dice during character creation. Most GMs are at least open to a discussion if you’re thoroughly unhappy with what you’ve got on the rolls, but be prepared to not get your own way. Compromise is key at this point, and if you are able to really sell your concept to the GM they might be willing to allow a bit of wiggle room to get you closer to where you want to start.

Of course, there are times when talking about the character is exactly what leads to you not playing the type of character you have in mind, and this for me is slightly more important. I dislike creating characters in a vacuum, and for me this means doing it without any sounding board. I have in the past as a GM ended up having to create an entire group of characters one at a time with only myself and one player in the room. Sadly it was a necessity because of scheduling clashes before the game that I wanted to get started by a certain date. If I could go back and change it though, I would start a week later and let the players sit together in the room and make their characters as a group.

party_balance

That’s not to say that the characters necessarily needed to be part of a gang that already know each other, but I really like the idea that some thought has been put into making a group that when they do get together, are able to function. Now, I’m not saying that you need to sit around and worry about having the absolute correct balance of healer/fighter/mage/McGuffin, but avoiding the loneliest of lone wolves problem is worth taking some time to think about.

A party of characters needs to be able to work together and even if you don’t set out to create a lone wolf, it is totally possible to have one or more members of the group with characters that just don’t mesh with the party as a whole. This can be for a variety of reasons, such as societal class or criminal leanings, none of which should be a reason for a party not to work, but will need talking about. To look at a game that really does social classes well, lets focus on Unhallowed Metropolis. Why would a high ranking nobleman spend his evenings hanging out with a working class pick-pocket and whore? Sure there may be reasons, but take the time to work these before hand, and sometimes this means you might have to make some changes.

Don’t feel like you need to completely re-write something from the concept up, but there are things that can be altered that will make the group more playable from the starting sessions. As a group plays together then party friction will cause interesting relationships, but to start with, try your best to come up with concepts that will at the very least be able to play nice with each other. Again, compromise is going to make everyone’s lives easier here. If one person is totally unwilling to back down from an overtly disruptive character concept, it might be time to have a chat with the GM as a group, but for anything other than that talking between players should  be enough.

May 132013
 

So, in my last weekly game, we lost a character. I have written recently about death in Role Playing Games, and I’d like to think I managed to fulfill my own short criteria. The character bowed out with a greivous head wound in a high pitched battle with the US secret service, as government operatives were torturing a prime suspect in an abandoned night club, and a Senator was fleeing the scene on a pleasure boat.

For people who don’t know this, the Cyberpunk 2020 combat system is actually pretty brutal. I have changed a couple of bits of it to give it a slightly more cinematic feel, but it still has the possibility to drop a heroic character with a single round from a handgun. Although I am always happier when the combat is more interesting than that. We’d already seen it happen once, but due to the very high tech medical aid that’s available the character in question got better, and was only out of action for a few days. Still injured when they got back into the fray, so they had some negative modifiers, but future science is almost as good as magic when it comes to healing, or at least, that’s how I see it.

Not actually Diesel, but close enough...

Not actually Diesel, but close enough…

This time, the dice gods were not happy, and the first attempt at healing actually made things worse, meaning that the second attempt failed, and what with time passing, there was sadly nothing to be done.  Diesel died. He died well, and it has created some already kick ass role playing with some of the remaining characters. Mainly talking about Ed Winchester here, but others have really brought their “A” game to the table with regard to role playing.

What a lot of you might not know is that my game is almost over. I had a fixed time frame to run this game, and I expected it to last me until June, and that’s coming up fast. The party – or what’s left of it – have been given an option to get closure on their plot, and the choice about how they want to see it resolved. There’s more than one power block in play, and the characters could end up siding with either, or going it on their own. But what to do with the ex-Diesel?

This close to the end, it seems a bit of a waste of time and effort to create a whole new character, and the player has admitted that she doesn’t really see the point of it. I tend to agree, so instead, I have picked one the main antagonists from the campaign, and since he was at death’s door when they found him, he was no real threat, giving the player free reign for some challenging role playing. All I need to do is drop in a few bits of information that Christ had been keeping from everyone that are crucial in bringing the storyline to its apoplectic finale.

And this is the crux of this article: What do you do when a player character bites the big one? Does your answer change depending on system, or even on when the character dies in the story arc? DO they come back as level one – if the game supports such a thing – or of comparable power to the current characters? Do you feel comfortable handing control of an important NPC to player whose character had been happy to see them die? I would love to hear your thoughts and suggestions on this, and the comments box is just down there.