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Character creation

Character creation (also character generation / character design) is the process of defining a player character in a role-playing game. The result of character creation is a direct characterization that is recorded on a character sheet. This may include a representation of the character's physical, mental, psychological, and social attributes and skills in terms of the specific game's mechanics. It may also include informal descriptions of the character's physical appearance, personality, personal back-story ("background"), and possessions.[1][2][3][4] Games with a fantasy setting may include traits such as race, class, or species. Character creation is the first step taken by the players (as opposed to the gamemaster) in preparation for a game.

Character advancement Edit

Character advancement refers to the improvement of a character's statistics later in the game. The player modifies existing statistics and adds new traits, usually by spending experience points or gaining a new experience level. Character advancement typically uses similar rules as character creation.[1][5] Changes during character advancement are incremental.

 
Character creation screen in S.C.O.U.R.G.E.: Heroes of Lesser Renown.

Making decisions Edit

The process of creating a character requires making decisions about the character's attributes and skills. Each game includes its own procedures for making these decisions.

Prescription

  • The decision may be predetermined by the rules. This may be according to a formula or a table that maps one or more predetermined statistics to a specific choice for another.
  • The decision may be made by the game master prior to character creation. In an extreme case, characters are completely created by the author of a scenario, but even then, players usually may choose their character from the selection provided. This technique is often used to save time for short games run on gaming conventions.[citation needed]

Random Choice

  • Random choices are made by rolling dice and either using the result directly or looking it up in a table, depending on the decision that is to be made. A random generation system allows the full range of values to be generated for each statistic, leading to diversity among newly generated characters. However, players have little control over the scores.
  • For example, in some editions of Dungeons & Dragons the player rolls 4d6 and adds the highest three numbers to generate an ability score (attribute value) from 3 to 18. In the first editions of the Stormbringer role playing game, the character's race and class both are determined by rolling 1d100 and looking up the result in the appropriate table.

Player's Choice

  • The player makes decisions within defined restrictions. These restrictions may allow players to distribute a number of character points among various statistics. In a point distribution system, higher scores cost more points per level than lower ones, and costs may vary between statistics within a category. Usually, there is an upper and lower limit for each score. Additional constraints may apply, depending on the game system.
  • Examples for systems that use point distribution to determine statistics are the Hero System (including its predecessor Champions), GURPS, the World of Darkness series, and the Amber Diceless Roleplaying Game with its unusual auction system. Some Dungeons & Dragons editions also have an optional point buy method for determining ability scores.

Narrative Generation

  • As used for example in the Traveller, Empire of the Petal Throne and Harnmaster RPGs or some cRPGs such as Mount & Blade and Darklands, this technique models a character's life prior to becoming an active adventurer. The player chooses family origin then makes further decisions at specific life "checkpoints" such as early education, young adulthood, or "tours of duty" in various careers. Each stage applies modifiers and gives the character the opportunity to develop skills, advantages, and possessions, or to suffer setbacks and disadvantages. In some cases, a player may run through repeated career cycles to sacrifice character youth for additional skills, experience and material advancement. Levels of randomization and player agency vary depending on the specific system.

Determining numerical values Edit

Determining numerical values comprises several steps that are not always distinct:

  1. (a) Obtain a set of values and (b) select the statistics to assign them to
  2. Assign the values to the statistics
  3. Adjust scores by trading statistics' levels.

Example: In Castle Falkenstein, abilities are the only type of statistic. Each player gets the same pre-defined set of scores (1a) and can freely choose (1b) which abilities to assign them to (2). In addition, higher scores can be bought by balancing them with a number of low scores (3).

Obtaining and assigning values Edit

Games that don't use point distribution to determine all statistic values use different methods for different types of statistic. For instance, there may be a few attributes with an assigned value each, but a large number of customizable skills. Here are some examples of different methods:

  • To determine attribute values in Basic Dungeons & Dragons, Marvel Super Heroes, or Stormbringer 3rd edition, the player rolls once (1a) for each attribute (1b) and must use whatever result occurred on the dice for that statistic (2).
  • D&D 3.5 allows the player to first randomly generate a number of values (1a) and then assign (2) each attribute one of them (1b).
  • For determining skill values, Stormbringer 3rd edition combines two methods. Some of them (1b) are predetermined (1a, 2) by the character's race and randomly chosen profession. The player then selects a randomly determined number of additional skills (1b) and rolls dice (1a) to determine starting values for them (2).

Adjusting scores Edit

Some creation systems use a mix of point-distribution and random generation; most common among these are variant rules that allow, for instance, the alteration of the initially random stats by taking a reduction of one trait in order to increase another.

Another form of adjustment are racial or occupational ("class") modifiers. In many games, certain statistics are slightly increased or decreased depending on the character's race and sometimes profession. In Dungeons & Dragons, for example, non-human races typically increase one ability score by two (on a scale of 3 to 18) while another is lowered by the same amount. In Stormbringer 3rd edition, nearly all nationalities (subraces) cause adjustments of some or all attribute scores by an amount that is usually randomly determined and has a range of up to two-thirds of an attribute's initial value. In point-distribution systems, these modifiers generally contribute to a race's "point cost", while in other systems, it is up to the race's designer to balance different races against each other (if this is desired).

Templates and classes Edit

 
Class selection screen in Falcon's Eye.

To speed up and simplify the character creation process, many games use character templates. These are sample characters representing genre-typical archetypes. Templates can be completely ready-made or only define the statistics necessary for a character to fill a particular occupation or dramatic role. For instance, a thief should know how to move quietly, pick locks, disarm traps, and climb walls.

In some games, these templates are only an optional character creation aid that has no prescribed effect on the rest of the game. They can be flexibly modified according to the game's character creation rules or ignored altogether. This is generally the case in games that try to give the player as much control over the character creation process as possible. (Examples are Shadowrun or GURPS.)

Other games use templates as a mandatory tool to provide direction and limitations to character creation and development. This character class concept was introduced by Dungeons & Dragons. It is now used in all d20 System games and has been adopted by many others, such as Palladium Books' Megaversal system.

References Edit

  1. ^ a b Cover, Jennifer Grouling (2010). "Chapter 6: Immersion in the TRPG". The Creation of Narrative in Tabletop Role-Playing Games. Jefferson, North Carolina: McFarland. ISBN 978-0-7864-5617-8. OCLC 650516777.
  2. ^ Pearce, Celia (2016). "Chapter 22: Role-play, Improvisation and Emergent Authorship". The Oxford Handbook of Critical Improvisation Studies, Volume 2. George Lewis, Benjamin Piekut. New York, N.Y. pp. 456–463. ISBN 978-0-19-537093-5. OCLC 928750684.{{cite book}}: CS1 maint: location missing publisher (link)
  3. ^ Diamond, Amelia (2022-05-21). "Who's Playing Dungeons & Dragons These Days? The Usual Fans, and Then Some". The New York Times. ISSN 0362-4331. Retrieved 2022-05-22.
  4. ^ "The past, present & future of interactive narrative storytelling, part 2: back to the roots". Blooloop. 2021-11-25. Retrieved 2022-05-22.
  5. ^ Ryan, Jon; DiLeo, Adam (2019-07-27). "How Modern Games Still Draw From Their Tabletop DNA". IGN. Retrieved 2022-05-22.

Additional sources Edit

External links Edit

  • Building Better Characters column on RPGnet

character, creation, this, article, about, customizable, game, characters, process, designing, fictional, characters, characterization, this, article, multiple, issues, please, help, improve, discuss, these, issues, talk, page, learn, when, remove, these, temp. This article is about customizable game characters For the process of designing fictional characters see Characterization This article has multiple issues Please help improve it or discuss these issues on the talk page Learn how and when to remove these template messages This article needs additional citations for verification Please help improve this article by adding citations to reliable sources Unsourced material may be challenged and removed Find sources Character creation news newspapers books scholar JSTOR November 2022 Learn how and when to remove this template message This article includes a list of general references but it lacks sufficient corresponding inline citations Please help to improve this article by introducing more precise citations May 2022 Learn how and when to remove this template message Learn how and when to remove this template message Character creation also character generation character design is the process of defining a player character in a role playing game The result of character creation is a direct characterization that is recorded on a character sheet This may include a representation of the character s physical mental psychological and social attributes and skills in terms of the specific game s mechanics It may also include informal descriptions of the character s physical appearance personality personal back story background and possessions 1 2 3 4 Games with a fantasy setting may include traits such as race class or species Character creation is the first step taken by the players as opposed to the gamemaster in preparation for a game Contents 1 Character advancement 2 Making decisions 3 Determining numerical values 3 1 Obtaining and assigning values 3 2 Adjusting scores 4 Templates and classes 5 References 5 1 Additional sources 6 External linksCharacter advancement EditCharacter advancement refers to the improvement of a character s statistics later in the game The player modifies existing statistics and adds new traits usually by spending experience points or gaining a new experience level Character advancement typically uses similar rules as character creation 1 5 Changes during character advancement are incremental Character creation screen in S C O U R G E Heroes of Lesser Renown Making decisions EditThe process of creating a character requires making decisions about the character s attributes and skills Each game includes its own procedures for making these decisions Prescription The decision may be predetermined by the rules This may be according to a formula or a table that maps one or more predetermined statistics to a specific choice for another The decision may be made by the game master prior to character creation In an extreme case characters are completely created by the author of a scenario but even then players usually may choose their character from the selection provided This technique is often used to save time for short games run on gaming conventions citation needed Random Choice Random choices are made by rolling dice and either using the result directly or looking it up in a table depending on the decision that is to be made A random generation system allows the full range of values to be generated for each statistic leading to diversity among newly generated characters However players have little control over the scores For example in some editions of Dungeons amp Dragons the player rolls 4d6 and adds the highest three numbers to generate an ability score attribute value from 3 to 18 In the first editions of the Stormbringer role playing game the character s race and class both are determined by rolling 1d100 and looking up the result in the appropriate table Player s Choice The player makes decisions within defined restrictions These restrictions may allow players to distribute a number of character points among various statistics In a point distribution system higher scores cost more points per level than lower ones and costs may vary between statistics within a category Usually there is an upper and lower limit for each score Additional constraints may apply depending on the game system Examples for systems that use point distribution to determine statistics are the Hero System including its predecessor Champions GURPS the World of Darkness series and the Amber Diceless Roleplaying Game with its unusual auction system Some Dungeons amp Dragons editions also have an optional point buy method for determining ability scores Narrative Generation As used for example in the Traveller Empire of the Petal Throne and Harnmaster RPGs or some cRPGs such as Mount amp Blade and Darklands this technique models a character s life prior to becoming an active adventurer The player chooses family origin then makes further decisions at specific life checkpoints such as early education young adulthood or tours of duty in various careers Each stage applies modifiers and gives the character the opportunity to develop skills advantages and possessions or to suffer setbacks and disadvantages In some cases a player may run through repeated career cycles to sacrifice character youth for additional skills experience and material advancement Levels of randomization and player agency vary depending on the specific system Determining numerical values EditDetermining numerical values comprises several steps that are not always distinct a Obtain a set of values and b select the statistics to assign them to Assign the values to the statistics Adjust scores by trading statistics levels Example In Castle Falkenstein abilities are the only type of statistic Each player gets the same pre defined set of scores 1a and can freely choose 1b which abilities to assign them to 2 In addition higher scores can be bought by balancing them with a number of low scores 3 Obtaining and assigning values Edit Games that don t use point distribution to determine all statistic values use different methods for different types of statistic For instance there may be a few attributes with an assigned value each but a large number of customizable skills Here are some examples of different methods To determine attribute values in Basic Dungeons amp Dragons Marvel Super Heroes or Stormbringer 3rd edition the player rolls once 1a for each attribute 1b and must use whatever result occurred on the dice for that statistic 2 D amp D 3 5 allows the player to first randomly generate a number of values 1a and then assign 2 each attribute one of them 1b For determining skill values Stormbringer 3rd edition combines two methods Some of them 1b are predetermined 1a 2 by the character s race and randomly chosen profession The player then selects a randomly determined number of additional skills 1b and rolls dice 1a to determine starting values for them 2 Adjusting scores Edit Some creation systems use a mix of point distribution and random generation most common among these are variant rules that allow for instance the alteration of the initially random stats by taking a reduction of one trait in order to increase another Another form of adjustment are racial or occupational class modifiers In many games certain statistics are slightly increased or decreased depending on the character s race and sometimes profession In Dungeons amp Dragons for example non human races typically increase one ability score by two on a scale of 3 to 18 while another is lowered by the same amount In Stormbringer 3rd edition nearly all nationalities subraces cause adjustments of some or all attribute scores by an amount that is usually randomly determined and has a range of up to two thirds of an attribute s initial value In point distribution systems these modifiers generally contribute to a race s point cost while in other systems it is up to the race s designer to balance different races against each other if this is desired Templates and classes Edit Class selection screen in Falcon s Eye To speed up and simplify the character creation process many games use character templates These are sample characters representing genre typical archetypes Templates can be completely ready made or only define the statistics necessary for a character to fill a particular occupation or dramatic role For instance a thief should know how to move quietly pick locks disarm traps and climb walls In some games these templates are only an optional character creation aid that has no prescribed effect on the rest of the game They can be flexibly modified according to the game s character creation rules or ignored altogether This is generally the case in games that try to give the player as much control over the character creation process as possible Examples are Shadowrun or GURPS Other games use templates as a mandatory tool to provide direction and limitations to character creation and development This character class concept was introduced by Dungeons amp Dragons It is now used in all d20 System games and has been adopted by many others such as Palladium Books Megaversal system References Edit a b Cover Jennifer Grouling 2010 Chapter 6 Immersion in the TRPG The Creation of Narrative in Tabletop Role Playing Games Jefferson North Carolina McFarland ISBN 978 0 7864 5617 8 OCLC 650516777 Pearce Celia 2016 Chapter 22 Role play Improvisation and Emergent Authorship The Oxford Handbook of Critical Improvisation Studies Volume 2 George Lewis Benjamin Piekut New York N Y pp 456 463 ISBN 978 0 19 537093 5 OCLC 928750684 a href Template Cite book html title Template Cite book cite book a CS1 maint location missing publisher link Diamond Amelia 2022 05 21 Who s Playing Dungeons amp Dragons These Days The Usual Fans and Then Some The New York Times ISSN 0362 4331 Retrieved 2022 05 22 The past present amp future of interactive narrative storytelling part 2 back to the roots Blooloop 2021 11 25 Retrieved 2022 05 22 Ryan Jon DiLeo Adam 2019 07 27 How Modern Games Still Draw From Their Tabletop DNA IGN Retrieved 2022 05 22 Additional sources Edit Michael Alyn Pondsmith Castle Falkenstein R Talsorian Games 1994 ISBN 0 937279 44 7 Cyberpunk 2020 Dungeons amp Dragons 3rd edition d20 System Steve Jackson Scott Haring Sean Punch GURPS Lite Steve Jackson Games 2004 Available online from http www sjgames com gurps lite Steve Jackson Sean Punch David Pulver GURPS Basic Set Characters Steve Jackson Games 2004 ISBN 1 55634 729 4 Marvel Super Heroes Bob Charette Paul Hume Tom Dowd Shadowrun FASA CORPORATION 1989 Kevin Siembieda The Palladium Role playing Game Palladium Books 1983 ISBN 0 916211 04 5 The second edition is called Palladium Fantasy Role playing Game See Megaversal system Traveller Book 1 Characters and Combat Games Designers Workshop 1977 second edition 1981 And Book 2 Starships Games Designers Workshop 1977 second edition 1981 the chapter titled Experience External links EditBuilding Better Characters column on RPGnet Retrieved from https en wikipedia org w index php title Character creation amp oldid 1160162338, wikipedia, wiki, book, books, library,

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