Player's 8-Step Guide to Character Creation and Roleplaying





Player’s 8-Step Guide to Character Creation and Roleplaying

 

    Being a player in any Tabletop role-playing game (TTRRG) comes with an immediate hurdle: making your character! Choosing your character options and rolling up stats is easy; Deciding on the type of person, attitude, goals, backstory, etc., and how all that will play out when role-playing is more challenging. Coming up with a unique character in which you intend to roleplay, most likely for an extended duration, is never easy and can leave one wondering where to start. To help new and old role-playing game players, here is a ten-step guide to help craft your characters into purposeful, meaningful, and enjoyable additions to any campaign!


Step 1: Understand What Kind of Game You Are Playing

 

Know the Game; Know your Character



    An excellent place to start is understanding the game and campaign you are making a character (or Importing an existing one) about!

    At the most basic level, understanding and reading up on the TTRPG system you will be playing should be your starting point. It allows you to understand the options to craft your character(s) and grasp how the game will be viewed and played.

    For example, Dungeons and Dragons, even in campaigns where combat is not the focus, is constructed with it in mind down to its very bones; every class features extensive combat abilities and utilities (even the most support-focused like Bard or Artificer), and that, naturally, would steer players to design their characters with that expectation in mind: battle.

    In contrast, Call of Cthulhu, a horror RPG system based on the HP Lovecraft Mythos, is built around social interaction, research, and the player's insignificance in the face of the unknown. Most player options are more specific and modern, with skills like accounting, psychology, and occultism that point more towards a game of investigation, attempting to outwit, outrun, and outlive the Lovecraftian horrors, with combat only as a last resort.

    A character made for one system, like D&D, will, most likely, be very different than a character created in another, like CoC, due to what said systems focus on as a game, one being more combat-focused and the other more roleplaying-focused.

    That is not to say a person can’t make a character that goes against or actively breaks the mold of the system present, but intentionality is vital. To intentionally break the rules in a way that works requires a firm understanding of what got broken in the first place. Such as playing a Warlock in D&D with Intelligence as their casting ability instead of Charisma or having Cthulhu Mythos skill points at a starting level in Call of Cthulhu. With all that in mind, establishing a firm grasp of the system you intend to play allows the character(s) you make to have the most options available and provides a better experience of how it fits (or breaks) within the game’s system.

    Once you know how to play the game(s), what the Game Master (GM) intends for you in the campaign comes next!

Step 2: Collaborate with Your Game Master and Players


A GM is a not just god but a person!

     

Knowing the system of the game you are playing is the first hurdle; after that, knowing what kind of campaign your Game Master has in mind for you all and how your fellow players intend to interact with it is what you should learn next.


    A campaign, in its length, in-house rules, setting, themes, worldbuilding, etc., is as essential to consider when constructing your character as the system rules. Every GM will have varying levels of customized elements for their campaign, no matter how inflexible the game system is. They could use a custom gameplay mechanic, setting, or even rules, so getting a good grasp of those changes and the base game (as discussed earlier) is the recipe for success when making your character at the most foundational level. It also never hurts to allow your GM to give feedback on your character to help fit into the campaign as best you can.


    The relationship between GM and player(s) should always be open and receptive to what all parties can get from the games they play together. An excellent way to make that happen is collaborating with the GM during the process of coming up with and creating your character. You can make sure your ideas are both acceptable and fit in with the campaign, but also give your GM feedback on story ideas for your character and try to weave your backstory into the narrative they plan. Whatever a GM decides to help you with during character creation, your working together should ideally enhance your involvement in the campaign with your fellow players. Players whom you should also work alongside when making your characters.


    Your fellow players are undoubtedly in the same boat as you, trying to develop a fun character as best they can, so why not work together? Your mileage will vary on how far you can take potential collaboration: it can be as simple as all mutually choosing unique character options and roles for a more balanced group of PCs or go as far as all to create backstories that feature each other somehow! In any case, working with your fellow players can offer much extra value for your mutual enjoyment of the game!


    Naturally, this step works best for a campaign with friends or family who are easy to approach and collaborate with. Plenty of campaigns you might play will be with total strangers, but that should not stop you from trying to understand the GM's expectations (and how to meet them) going in or even trying to bounce an idea or two off a fellow player(s). 


    Where do you go from here, now that you know the rules and have insights from the GM and fellow Players? It is finally time to roll your character up!


Step 3: Roll Up Your Character!

 

Hope you brought a lot of dice and a good eraser!


    Past all those rules, collaborations, and planning, it's time to roll up the stats and write down your character's abilities!


    When and how you go about this will vary depending on how your GM wants it done. Sometimes, it's okay to roll up your character independently; some prefer to do it in a Session Zero or even a private one-on-one, but you need to roll up your character to play!


    It might seem like a know-brainier step that does not require a guide to tell, which is not wrong, but what choices and options you take should be done with seriousness. At its core, it is a game, and you should always pick what you want to play, but it is also the basis of your character. 


    The stats, skills, powers, etc., you give your character will be the basis on which you interact with the game and express your PC. The following steps will go over not just how to make the best of your choices when you first roll them up but also how to make the best of what you don’t have available to you and when it's best to leave intentional gaps in your character. 


    The first place to start is to see how your stats and skills can inform how you write and express your character in roleplaying.


Step 4: Play Into Your Strengths Embrace Your Weaknesses


Everyone has a role to play in roleplaying! 


     

Most Tabletop Roleplaying games come with a collection of statistics, abilities, and skills (be they random or actively decided on), and those choices will make up the foundation of your characters in some way or another, so lean into it during roleplay.


    A typical example of character statistics is the classic six RPG attributes: Strength, Dexterity, Constitution, Wisdom, Intelligence, and Charisma, with one or more thrown in depending on the game (if not the names changed around), but these are relatively ubiquitous and easy to translate into your character’s backstory and how they roleplay. 


    For example, suppose you're playing a Fighter in D&D who leans heavily into physical attributes (Strength, Dexterity, Constitution) but lacks the remaining mental attributes. In that case, you can easily write them and roleplay them as a “brain over brown” dullard with little going on in their heads. The inverse of that example, the stat block could be a Wizard, a scrawny intellectual with a big personality, but could get knocked over by a hamster if they got in a fistfight. These are two examples on the extreme ends of the spectrum, but they represent how you can express yourself by how your character’s stats ended up.


    Your stats (and how you play them in roleplaying) also roll into the class/profession/role(s) you pick for your character, be them fantasy classics (wizard, paladin, bard), more modern professions (investigator, artist, athlete), or futuristic roles (starship pilot, mad scientist, cyborg), you can then add your stats into the equation to make something exceptional! You could make a good-natured musician with little brains but a charismatic presence and strong body, an anti-social investigator with a sharp mind and mean right hook, or a brilliant mad scientist with incredible stage presence but little athletic talent. The statistics and the class you pick go hand in hand, so make something fun with them!


    There also exist plenty of systems that don’t use the attributes mentioned above or express them way differently (EX: Slayers, Shadowrun, Cyberpunk Red, etc.), but depending on how the statistics and player options operate, the above advice should still be just as applicable despite the differences.
In short, using the statistics and skills you are best and worst at to their fullest, in conjunction with The type of character role you are playing, is a surefire way to make a unique and fun character! 


    Of course, when coming up with something “unique,” it never hurts to get inspired, especially from your favorite media!




Step 5: Don’t Be Afraid To Be Inspired


Inspiration comes in all shapes and sizes.

  

  Nothing is 100% original, and you should not place the expectation on yourself that your character(s) have to be either! A crucial part of the creative process is taking what you like most from other art/media and slowly evolving it into something that fits your style, and your characters should also be something like that. 


    Do you have a favorite protagonist in a fantasy series, like Harry Potter or Geralt of Rivia, that you like and want to try and make your spin on for your character in D&D? Go for it! Make a wizard who is the chosen one of a prophecy from a wizard school or a blood hunter with sorted affairs with sorceresses! Do you want a tragic backstory where your father is secretly the evil enforcer of an evil space empire, like Star Wars? Go for it! It might seem like stealing or unoriginal, but realistically, none of these character ideas or story beats will be 100% replicable and change almost immediately when put into practice. No matter how derivative, these concepts you place upon your character(s) will get filtered through your tastes, roleplaying sensibilities, and the campaign setting, then swiftly morph into something wholly new and, ideally, you as a result!


    Inspiration is always the starting point for any great idea. Never feel bad or fake for trying to make something just because it resembles something that came before. You can always do whatever you can to make the details that matter, big and small, something different until it becomes something new. 


    You do not need to fill in every little detail or use every possible change at the onset; sometimes, it is better to leave some gaps open so you and your character can grow as you play the game.



Step 6: Allow For Improvisation and Intentionality in Roleplaying


Listen what he says. Improv in RPGS is exactly that.

     

Improvisation is one of the core elements of all roleplaying games, so lean into it! Any player can relate to having to come up with some stray character detail, quirk, or backstory element on the fly, and, quite frankly, it is something you should aim for when making your character(s). 


    A roleplaying character is not the same as a main character in a novel; it does not require complete intentionality of actions and a slew of backstories to back that up. What matters most is enough details to make your roleplaying meaningful and engaging in the campaign. 


    The amount of detail can range from (contradicting what was said above) a long-winded backstory you put countless hours into or half a page of bullet points you fill in the blanks for as you play. It varies from person to person what they feel constitutes a backstory worth using for proper roleplay, and there is no wrong answer, but what matters is the ability to be flexible with it and allow for improvisation. No backstory, no matter how well thought out and intricate, will have covered everything that might come up (EX: You wrote a 30-page backstory for your warrior where his family died and he was drafted to be a child soldier but did not write down what his favorite kind of pastry was when you encounter a baker who asks), and that is okay! Make it up! Live in the moment of roleplaying!! That is exactly how these games are meant to be played and, quite often, allow for organic expansions on the characters, making them even more fun to play!


    Conversely, having details thought up for your character that you actively seek to use with intentionality never hurts. A character that is, frankly, just a pile of statistics and items with no backstory that you play with at the whims of what is directly in front of you is not a roleplaying character. That description would be the best fit for an story-less avatar in a video game like World of Warcraft, tacitly involved in an overarching narrative but not truly a participant in a meaningful capacity. Stats are not enough. It takes some measure of personal connection, stakes, and investment in the conflict(s), world, and NPCs to make a roleplaying character something that is both real and active in the campaign. 


    Circling back to “just write the exact amount of backstory you feel is most comfortable,” at least some elements you can navigate your character would be the play. The backstory elements can be as simple as, for example, when a mad scientist character got their start in their profession, some friends and enemies they have (described in single sentence blurbs), and an assortment of topics they are interested in and have opinions on which they prattle on when prompted. That is not a lot, but it is enough to have some connection to how the campaign unfolds, as the GM, ideally, can either use those details to make the character feel involved in the plot or at least collaborate with you to make it work for how the campaign is unfolding.


    Improvisation and intentionality, as it pertains to a roleplaying character in a TTRPG, is a tightrope walk. You need to keep a good balance on just enough details to make the path more meaningful and structured but enough slack to have fun with it as you move forward. 


    You are, ultimately, playing someone you want to keep moving forward and have fun with matters most for your character. So, make a character you want to play above all else!



Step 7: Make A Character You Want to Play and Be Played With


Fun Usually Does not Involve This Much Arguing



   

 In a game, you, shocker, want to play something you enjoy! It is the same for a TTRPG character, in their gameplay elements, story, and how you interact with fellow players and vice versa. You should always be conscious of that fact from the moment you roll up a character to the end of a campaign.


    At the most basic level, selecting your character’s classes/professions/skills, whatever the game may allow you to choose, you should go for something you would personally enjoy. You might not know if the choices you made to play with were a good fit, so try to change them if you can! Any good GM will allow some wiggle room to change or even replace your character if given a good enough reason. Do not be afraid to communicate your needs in the gameplay of a TTRPG. The gameplay is half the battle; the story is the next, and you can also have some say. 


    No matter what sort of system or campaign you are in, you (as your character) still engage with it and should steer things in the direction you enjoy most. It is not uncommon for a campaign to go in a direction or two you might not like, for example, an NPC from your character’s backstory represented in a way you don’t like or NSFW elements becoming more commonplace, and in those instances do not be afraid to speak up! Talk with your GM and fellow players and either make sure the game going forward steers clear of the things you might not have been okay with or at least tone it down to help your overall enjoyment. Roleplaying games are a group activity, and everyone’s thoughts and opinions should have weight when deciding how things play out. A fact that you should also be cognizant of with how you play.


    While championing sticking up for what you enjoy and avoiding what you don’t, the above paragraph is not a license to disregard what your fellow players and GM like. Remember, it is a group game, and EVERYONE has a valid voice in the proceedings; ergo, you must consider how you present yourself through your actions. Suppose you are roleplaying or making decisions actively detracting from everyone else's fun or bringing forth elements (like the ones in the previous example). In that case, you should be open to hearing them out and changing your approach to playing, just like how you’d want them to do the same.


    In short, TTRPGs are about having fun, and you must do what you can to facilitate that and not hinder your fellow player’s fun in the process.



Step 8: Have Fun!

 

Have some fun!


    As we just went over, playing a TTRPG is all about fun, and, for a player, that starts with the character you play. These steps and tricks aim to make creating a player character and roleplaying them much more straightforward and ( ideally) fun by giving you some good tips and tricks to clarify the process.


    Conceiving a roleplaying character, one you intend to put your heart and soul into, takes time and effort. It requires a firm grasp of the rules you intend to play and some help from your GM and fellow players. You also need to embrace what you have and make the best of what you don’t, using what you are passionate about to give it life and being sure to behave like you’d want your fellow players to act. All of which, while daunting, can be done after using this guide!


    Ideally, by reading this guide, the creation and execution of your roleplaying game characters will be all the more manageable, and your TTRPG experiences will be all the more memorable for it!






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