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Last Sunday I posted an article about using some identifying traits to help build non-player and player characters (A Tip To Help Create Characters and Non-Player Characters). I received a private response from a person asking for a little more. The person mentioned how they are newer to role-playing games (RPGs) and were trying to come up with ways for character creation, as a player and as a game master (GM).
What I'm presenting here is an example of using the attributes I wrote about to start a character. Then, using those attribute scores, create the beginning of a backstory.
This can be done in a couple of ways. Scores can be generated before anything else is known about the character, or you can have part of the character created and then generate scores. Personally, I like to start with something before the attributes because I don't always want all of these attributes to begin with. However, for this example, I am going to start with a setting and build from there. Of course, scores can be assigned instead of randomized, and they can be changed to fit the story as needed.
In this case, I am creating a character in a present day setting. The campaign concept is the characters are agents for the government investigating unexplained cases. This would be a mashup between a number of sources like The X Files, Monster Hunters International, and The Special Investigations Unit from the books about Harry Dresden. I am not building this character in a particular game system to show how this method applies to creating a character backstory instead of how it fits in to a particular system.
The scores here were determined with 3d6, as described in the previous article. After each attribute I am giving my own interpretation of what the number means.
(3) Brave–13–Cowardly (18) = More likely to watch if there is a chance of getting hurt.
(3) Energetic–7 –Lazy (18) = They would rather watch then get involved, but will get involved if it looks like it is worthwhile.
(3) Forgiving–13–Vengeful (18) = Holds grudges, usually only for a short time, but likes to pay back hurts if they won't get caught.
(3) Generous–7–Selfish (18) = Tendency to be helpful to those in need, but not much.
(3) Honorable–16–Treacherous (18) = If there is a way of getting what they want without getting caught, will probably do it even if it means someone else might get hurt.
(3) Reactive–14–Cautious (18) = Remember to think before taking action, even if that is not always what happens.
(3) Merciful–12–Cruel (18) = Average, but would rather hit the person who knocked them down.
(3) Proud–13–Modest (18) = A little less flashy than the average person. Likes to show what they have done, but usually just to friends.
(3) Trusting–16–Suspicious (18) = Expects others to take credit for what they have done and to leave them out of the glory.
(3) Quiet–11–Talkative (18) = Average.
Combining these into a single character doesn't require creating an entire backstory. It's to provide a feel for what the character may have gone through, not a complete history.
To keep this random, I presented the game concept to my wife and asked who would the agency recruit? I did not give her any other information about the possible character or the attribute scores I had generated. She decided it was a woman in academia, in the social sciences, and likes mathematics.
Behind The Name random name generator gives us the name.
Morgaine Stabile
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Morgaine is a new professor of geography, demographic studies, at a small university. She has been studying population migration patterns of the modern world.
Her dissertation was delayed because a fellow graduate student used some of her research to complete his degree. Morgaine was unable to prove the research was not his and she had to rework an entire section of her paper. Morgaine let others see how she took it stride, but she knew she had been had and was careful to watch the work of the offending, now professor, colleague. Just before her own graduation a year later she came across an obscure article written years ago and recognized passages that were lifted by the thief of her data.
Morgaine sent a copy of the article, anonymously, to the right people to discredit the other professor, causing him to lose his career.
She has been recruited because of her understanding of migration models of modern populations.
This backstory gives enough information to see how the attributes above can provide some information. It is still broad enough that a player (be it me or another) could expand on individual aspects during game play.
The idea about using these types of attributes is to provide guidance, not boundaries. Characters are going to change as they are played because each new adventure, once completed, becomes part of their backstory.
I hope this example helps.
If you have any comments, questions, or critiques please leave a comment here, or send an email to guildmastergaming@gmail.com.
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