Posts Tagged ‘character’

Hero Time

February 18, 2009

hero1
Part 1 of 1, by Jay Watamaniuk

My first official D&D game was run by my older brother when I was in Grade 5 (it came in that sweet box with no dice, but chits you pulled out of bag for random numbers). That first D&D game evolved from another game that I bought while looking for something to keep his spirits up while he underwent surgery.

He was stuck in the hospital for several weeks and, as the little brother, I was feeling powerless and small. Seeing my distress and my brother’s increasing restlessness due to his captivity, my mother dragged me to a game store located on the university campus next door.

We found a game called Dungeon! It took forever to set up, but would draw us both into a lifelong love of gaming. We both got to be heroes for the day, despite the dire circumstances.

A slippery slope indeed. Some 30 years later I find myself in a 3.5 edition D&D game, a Shadowrun game and even an All Flesh Must Be Eaten zombie campaign set in the Vietnam war. I keep on playing these games and they keep fascinating me, each serving its purpose.

That is why I still do this after so many years. Yes, I am fortunate that I have been able to pursue a kind of adventure with a life of travel and living abroad in one place or another, and the odd athletic pursuit, but gaming allows me to write different stories in widely different settings with my friends along to share the danger and excitement. I know I have romantic notions about gaming that might seem a little crazy, for some view gaming as merely a mechanism for socializing. As I picture my many treasured friends I met through gaming I have to agree, but when you pursue a hobby for 30 years, you have found something fundamental to what is important to you.

Gaming in whatever form is my chance to right some wrongs about reality. I think I should have been a gruff ex-cop who smokes too much and wears a bandage over his knuckles, or a bestial bandit king who sacrifices himself to save the last druid, or an eccentric spymaster with too many secrets, or a terse Paladin who can’t admit he is painfully lonely or many more. What other pastime allows you this?

It was a revelation when I realized all these characters over the years were just facets of me wanting a little hero time. It makes me wonder how some people can stand to live their whole lives without being – just once- the guy who saves the day.

Jay Watamaniuk has lived in such faraway and make-believe places like Thailand, Greece and Japan but has always returned back to Edmonton, Canada to put down some roots and to avoid the fricken’ huge insects that lived in those places. He has been BioWare’s Community Manager for over 7 years and has never once- not once- dressed up like a pirate at work. Shameful.

Creating a Character, p2

January 8, 2009

creatingchar21
Part 2 of 2, by Jay Watamaniuk

Looking at the picture I had saved in my Google searches, I decided the fellow wasn’t from England – where the game was set – but originally from Siam (Thailand). Perhaps he was adopted by a wealthy English family while still a boy and educated at fine schools. His clothes spoke of money but the dust seemed to give him a distracted air – like he just happened to be wearing expensive clothing but was really focused on something else far more important to him: his work, perhaps, an artist or inventor, or a bit of both. Looking at the sculpture, maybe this character was some sort of prodigy with clockworks, which is what got him noticed by the English family.

My practical gamer sense started tingling at this point, which was a reminder of the need to create a character that could survive a Shadowrun campaign, which meant having useful abilities and skills. Create the most complicated, layered, flawed character in all the known the world – but be mindful that you are there to overcome game obstacles that require skills, abilities and powers. Make a useful character or you will sit and watch the game unfold around you with little say.

So my foreign-born clockworks sculptor needed some Shadowrunish skills. I thought that the Englishman who ‘discovered’ him was actually an eccentric Royal Navy man overseeing some of Her Majesties’ investments in Northern Siam. I had not one jot of historical knowledge about this, but I liked the idea of a British military man coming across this child prodigy on his travels, official or otherwise, and adopting the boy – much to the shock of his proper upper-crust family. I now had enough background to write up a back story. One thing I was very careful to include is back story hooks that my GM could pick up and use to develop over the course of the campaign. As a longtime gamer, I have learned it is more fun when you hand your GM the opportunity to give your character trouble.

I had two things left to do with this guy: give him a name and Photoshop up a picture page to take with me to games along with my character stats sheet. I had the pictures to work with and during my initial Google searches I stumbled across the classic ‘Around the World in 80 Days‘ with the main character named Phileas Fogg. I liked the sound of that and thus Thaddius Fogg was born.

Many details to flesh him out were yet to surface (accent, personality, quirks, formative experiences etc.) but I had a solid starting point for a character that would evolve over time and over the course of his interaction with his world and the other players.

Character creation tips:

1. Find something that piques your interest about the game setting and pursue that
2. Gather ideas from your favorite sources to spin you in new directions or embellish your initial idea
3. Tie disparate elements together to create innovation in your character
4. Remember to create a character that fits how you actually play a game
5. Don’t be scared to give your GM license to mess with you for the good of the story
6. Let the game itself help to flesh your character out. Trust your gaming instincts and improvise
7. As a player, you are there to help everyone tell a great story, not just your character’s personal journey

thad1

Links
Rhino, fish and man-bull sculptures taken from Gizmondo’s Pierre Matter gallery
Watch via Cabestan via Book of Joe via BoingBoing via Gizmondo
Steampunk Fetus via porkshanks photostream
Bird sculpture by Joe Pogan
Model

Jay Watamaniuk has lived in such faraway and make-believe places like Thailand, Greece and Japan but has always returned back to Edmonton, Canada to put down some roots and to avoid the fricken’ huge insects that lived in those places. He has been BioWare’s Community Manager for over 7 years and has never once- not once- dressed up like a pirate at work. Shameful.

Creating a Character, p1

January 7, 2009

creatingcharacter12

Part 1 of 2, by Jay Watamaniuk

I have been making characters for a very long time, and the process hasn’t changed dramatically over the years. Gaming, both tabletop and live, is a hobby I must admit I take very seriously after more than 25 years.

Recently, a friend pitched a long term Shadowrun game he wanted to run. His game would have two important house rule changes however: it would be a steampunk Victorian England era setting, and use the Fate rules. Still Shadowrun? In essence, yes, but some major differences needed to be taken into consideration for creating a character. I drew a complete blank for the character and needed some help.

Right away I started thinking about the setting:  brick, brass, pipes, pollution, Dickensian clothing, old money, workhouses, poverty, English imperialism, emergence of modern science and on and on. I did not have a basic class concept of the type of character I wanted to play: fighter, spy/rogue, wizard/technology user, healer/support or a mixture. Sometimes I have a clear idea of what class I want to play and sometimes I don’t. Either way, I end up looking for inspiration in a variety of places. In the long, long ago era when the world was a primordial ooze before the internet I used magazines, art books, novels and movies for ideas. Today I add Google images to the mix. I work in pictures and always have. Even if I start knowing exactly what I want to play, I still go looking for pictures to get my thoughts in gear.

I used search terms from my list of setting descriptions: steampunk, clockwork, Victorian, and so on. I grabbed anything that struck my fancy in my searches, ending up with a folder of a few dozen pictures that seemed to resonate. How did I pick them? I don’t know, I just picked what I like without a definite plan. I have long since learned to trust my instincts when going through this process.

When looking at my folder I was drawn to two pictures in particular.

kit

The picture at the left is taken from photographer Nadya Lev’s site. Please correct me if I am wrong but I believe the picture is of theatrical, scenic and costume designer Kit Stølen.
bullsmall1
The second picture on the right is a sculpture created by French artist Pierre Matter I found on Gizmondo.

From the photo of the well-dressed man I liked the clothing, the small amount of dust, the odd bird-like dreads, and his departure from a typical Victorian Englishman. The sculpture, on the other hand, seemed like something from Dante’s Inferno with gears and brass. I looked at more art from the same artist and grabbed a few more for my collection.

Ideas began to percolate in my head now. I had the pieces and now I had to put them together.

Jay Watamaniuk has lived in such faraway and make-believe places like Thailand, Greece and Japan but has always returned back to Edmonton, Canada to put down some roots and to avoid the fricken’ huge insects that lived in those places. He has been BioWare’s Community Manager for over 7 years and has never once- not once- dressed up like a pirate at work. Shameful.

Respect the Character, p2

November 20, 2008

yacuk3
Part 2 of 2, by Trent Yacuk

In between the huge and the small, there are many standard ways to give respect to the characters. If the big strong character wants to smash open a door, does it really matter to the story if they do or do not? As a GM you can acknowledge that they are very strong and only because of that, do they break the door down. The Halfling player in turn won’t likely expect that such a courtesy will be given to her. She’ll understand that to kick the door down, she’ll need a roll.

You can also, as a GM, look at what the player put into his character and develop that as an important part of the story. A good author of a book or a show does not even mention that a character is an excellent painter unless there is a reason for it. The character’s artistic skill will become useful at some point and, if acknowledged prior to that point, shows that it wasn’t just ‘random’. A GM can use that. If a character dumps points into a Swim skill, you as a GM should put an encounter where that Swim skill becomes important. And maybe not just once but a few times. It lets that character be the hero of the moment. It gives the player something that they can do that nobody else is better at. And since you put that in just for them, if they roll the ‘1’ on their Swim check, hinder them a little but don’t make them have an ‘epic fail’.

Some people will argue that everybody can fail at things. But that isn’t entirely the point. Real life people fail at stuff all the time. Fictional characters that we read and watch fail only when it’s appropriate to the story. You wouldn’t read a story where the character got into a car accident and then had to recover afterwards if the accident wasn’t in some fashion relevant to the story (whether the recovery changes the character or the lack of car makes for funny hijinx later). For your game, in which you are there to entertain everybody, failing isn’t a lot of fun for the players. And failing at something that really should be second nature for them comes across as very lacklustre. The more that happens, the more the character is just a collection of stats. But when a character becomes truly interesting and allows a player to invest more into their character, is when what the character is good at isn’t always defined on the sheet. A beginning Druid might only have a “+6 to their Survival skill” but by virtue of the fact that they choose the Druid character to play, their Survival skills should simply have more meaning than the Rogue’s +6 Survival skill. Maybe a failed roll by the Druid just means that they get the job done, but it takes them longer than it normally should have. Whereas a failed roll on the Rogue’s part certainly indicates failure.

Respecting the character is a vital skill. I’ve used it to enormous success. It has always paid off in full because the players get more invested in their role and less so in their stats. And in turn, when a player is invested in their character more, they become invested in the story more. And then everybody walks away entertained.

Trent Yacuk is an independent game developer who has after several years, hundreds of playtesting sessions in several cities across Canada and relentless badgering from his peer group of zealously committed players come to the final edit on his beloved roleplaying game centered around angels, demons and the eternal war.

Respect the Character, p1

November 19, 2008

trent25

Part 1 of 2, by Trent Yacuk

“I’m a Druid? How did I get lost in the woods?”

“Well, you failed your roll…”

No Game Master is perfect. All GMs need improvement. The art of GMing takes years of practice. There are skills that can be learned and mastered, like any art.

Of all the skills that should be understood the most important is a simple one, yet I’ve seen it forgotten and abused and abandoned by the side of the road too many times to count. It’s the skill of respect.

Every player sits down at your game and makes a character in hopes of achieving something. Some players want story. Some players want a ‘role’ (just to role-play their character). Some players want to kick ass and take names. It is absolutely crucial for a GM to figure out what each of their players is looking for. What is the purpose of the character they’ve constructed for the game? I’ve seen detailed instructions for how to deal with all ‘types’ of players (the power gamer, the role player, the quiet type, etc) but they seem to be missing the point to some degree. They explain how to deal with these player types, but fail to address why you are dealing with them.

It’s all about respect. Ultimately, the role of the GM is to entertain your friends. And while some GMs think that their story is so great that it can’t fail to entertain, they may be missing the point. Because the players are there for their character, not for your story. Your story is just the path for their characters, the medium through which they can play their persona.

Once the GM realizes this, they should then realize that respecting the player and the character is paramount to their story. And it’s a surprisingly easy skill to master, because it really is as simple as recognizing what the players and characters want, what they came to do and then give it to them.

It can be very simple sometimes, as simple as giving that character a mention: “Normally, the party would never have found shelter this late at night in the rain, but because you have a Druid with you, you can all thank her for her wisdom. She finds a perfect hollow tree for you to camp in.”

That is respect. That is giving praise to a character. And as small as it is, it’s those little things that the player may appreciate. And if respect is used throughout the story, in large or small fashion, the players will enjoy your story all that much more.

Respect is simply giving the players and their characters moments of glory, in which they get to be the hero, the saviour, the action star. How many players make a fighter (tank) character in hopes of getting that one day, just one day, when everyone else has to run while they get to stand at the bottleneck and hold the waves of enemies back? How many cunning rogues or wizards want to wait patiently until the end of the Big Bad’s speech, to which they counter, “That’s very impressive…but you forgot to take one thing into account. That’s not the real relic that you’re holding…”

They can be as small as preventative maintenance, such as making the assumption that a Druid or Ranger is not stupid enough to get lost in the woods. Or that the Shadowrun gun bunny knows that it’s absolutely impossible for him to get a single gun through customs, so obviously, he wouldn’t even try. It’s taking things into account that show that the character wouldn’t fail at something that is so routine for them, regardless of whether the system wants a dice roll.

Trent Yacuk is an independent game developer who has after several years, hundreds of playtesting sessions in several cities across Canada and relentless badgering from his peer group of zealously committed players come to the final edit on his beloved roleplaying game centered around angels, demons and the eternal war.