Thoughts on Character Creation
In my experience, successful character creation happens in two ways: in one-on-one sessions pre-game, or as a group activity that counts as a game session in itself.
The first method has a lot of merit. The game master meets with the players one-on-one to walk through character creation, and gets to know (and approve) the character, suggest tweaks, and talk about what the player wants to accomplish and what the role of this character will be in the campaign. This method works well for campaigns intended to be ongoing, long-term things. It establishes a rapport between the player and the game master, and gets some buy-in and commitment from the player.
The second method is great when you have a mixture of experienced players (or, at least, players trusted by the game master) and newbees. The veterans know the best rules hacks, as well as the game master’s style, and can help newcomers create a character that’s going to not only mesh, but thrive. Everyone can help each other out, compare notes, and build a team rather than individual characters. I’ve found that in this method, backstories and goals start to interconnect and overlap and you get a higher level of cooperation in-game. While this works well for long campaigns, it’s superior to the first for one-shots and short “mini-series” campaigns where players and characters won’t have as much time in-game to feel each other out.
For the Pirates campaign I’m planning, I want to use the one-on-one method. The roles within the crew are fairly well defined — navigator, boatswain, surgeon, etc., so I’m less concerned about how people will interact. Because I’m pretty much recruiting from scratch, I want to get to know the players better before the first session and allow them to get to know me.
Regardless of which method is used, I have two expectations of players when we sit down at the table for the first time:
- Know what your character can do.
- Be able to back that up.
When you write up the character, make sure you understand how all of his or her abilities work. This is true of any system, any sort of abilities from feats to edges to spells to superpowers. Read them over. I, personally, jot page numbers on the character sheet next to things I think I’ll have to reference later, and make notes in a notebook to refer to in-game. If you envision your character performing funky moves or fancy stunts, read over the rules for it or, if there is no rule, discuss it with the me (the game master) ahead of time. There is no bigger buzz kill in tabletop role playing than combatus interruptus while everyone flips through books to find a specific rule. Yes, I’m generally a big softie and if I have to fudge it I’ll do so in your favor if it will be really, really cool and add to the mood or story (and if you want to bog down the pace to do something that isn’t made of pure awesome, I’m just going to say “NO” and move on, because I can also be a prick GM as needed), but I’m just as likely to give you a Hero Point (or system equivalent) if you declare your move followed by “It’s on page 128, I roll at -4 but if I beat your Agility score I do double damage”. You will be my hero.
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