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MoonHunter Sayeth 20180601


Game Guru-Thread Shepherd
RPGnet Member
Validated User
Some Character Creation Tips

Interest Rule: What is interesting or unique about the character? Just like everything needs to add drama to the game, everything should be interesting (and possibly unique). What sets this apart from just another set of mechanics in the game?

Maximum Game Fun: The character should be developed to provide as much fun as possible for the player and the rest of the troupe in the game. It should make things interesting without making them impossible or frustrating or bothersome.

Best Dramatic Effect: Just like a character's action should results in as much drama in the game as possible, either adding to the tension or resolving existing tension dramatically. Players should choose character elements that provide the best dramatic effect and GM’s work with them.

MacBeth Rule: Perfect characters in an RPG or story can become boring. They can have goals and such, but very little gets in their way. For characters, it is best to bring your own drama and complications with you.

First, you know what will happen, so you can be prepared for it.

Secondly, it is easier on the GM. He/ she will use what you present most of the time and not feel compelled to be their most devious all the time.

“It is a game rule”: Just because a character is interesting, does not mean it will be fun to play. When making a character’s conception remember to ask yourself, “what does your character do in the game?” and “what does it add to the game?” If your character does NOT have a large enough or interesting enough role, rethink your character conception.

Find your niche; protect your niche and work with similar niches: Every character should have something that is visibly different from other characters. One character in a group should cover an area of play, with one character being the lower skilled backup. Even if you have a number of warriors (the usual focus with multiple players), each one's warrior niche would be something like, a different weapon, a different style, different basic tactics, or something that makes the character different from the others.

Teamsport rule: Every player needs to remember that they need to work with the other players so everyone can have fun. This may mean they might have to cut back their fun some, but everyone will have more.

Teamwork: Players and the GM should work together to build all the characters. It is okay to work out some elements of your character ahead of time, but the group should work together to build all the characters (mechanics and personality and plots).

Shared Advice

Characters are part of the Setting: The GM should be involved in character creation to make sure the character fits the setting, the chronicle, their style of play

Character Creation NEVER ENDS: Characters change and advance. A GM should never ignore how a player is advancing a character. Just like they were involved with the initial creation, they should be involved in the advancement.

Advancement should have width not just depth:
A character should broaden their abilities, rather than just focusing on just getting larger mods in your core abilities, throwing more dice of damage or defense, or raw power. This gives you more options for how to engage the game world AND it keeps the GM from engaging in a power spiral.


RPGnet Member
Validated User
Great succinct work and reminder that players that characters are more than just numbers on a sheet.

I especially like the 'character creation never ends' and advancement should have width and not just depth shared advice sections. Few people in real life are as focused as some people want to make their characters for optimization purposes.

Your blogs have lots of good advice.
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