Claymore-Chan
New Member
Questions..
Follow along with the video below to see how to install our site as a web app on your home screen.
Note: This feature currently requires accessing the site using the built-in Safari browser.
Metric or 'Murica units?At least five.
Haha no worries, easy mistake to make.AHHH Sorry, I meant How long should their information be?
You've just reminded me of an important addendum to what I said earlier:I usually expect a word, phrase, or sentence for everything else besides history and personality description. For history, typically 3~5 important events that define your character is good enough for me. For personality, listing 3~5 traits, and providing examples for how your character acts with these traits is also good enough for me personally.
That's just my opinion.
I think it's also important for the GM to make sure that the characters have been well thought-out enough, and they know what they're getting into by letting them join.As Ali said in terms of established Roleplays it varies on the information the GM deems pertinent to that roleplay. If your talking about creating a roleplay and CS tied to that just ask yourself what information you need about the character for the story you want to tell. Do you need an appearance, a backstory, a set of likes or dislikes , etc?
Also ask yourself what informaction will let you know your players have read and understood your lore.
I think it's also important for the GM to make sure that the characters have been well thought-out enough, and they know what they're getting into by letting them join.
you really don't need a full backstory and you really don't need an established personality. i used to actually beleive a backstory was actually necessary when i was younger, turns out backstory isn't as important as giving hooks for the GM. the backstory is just a way to conceal hooks. all you truly need is a series of Goals to motivate your character and some level of consistency in the way you portray them, not that your character can't develop over time and evolve into something else.
you can point out character backstory as an excuse to bring up the goals. but all you need is a series of goals to motivate your character, some important NPC connections, and some hooks for the GM to pull your character into the story. i personally hate playing lone wolf characters because the lone wolf is generally difficult to connect to the party for long. i generally think a character needs a long term goal that coincides with those of the other main players.
as long as your character can function in a group, has a motivation and hooks that allow them to work with the other players and have some important NPC connections, they should be fine. personality and backstory just complicate things and dodges the bullet. they are a crutch, if you have a good familiarity with the character you are playing as, due to being extremely familiar with the archetype,
you don't need backstory and personality as long as you are familiar enough with the character to communicate who they are in play. and long paragraphs of backstory and personality with fancy BBCode are simply a case of the players trying to make their entry look pretty for the purpose of having an advantage in being selected because they can make their sheet pretty. just because you can write a 30 page cleanly BBCoded Character sheet with perfect pretty formatting doesn't mean you know how to roleplay well. just means you know how to cleanly format excessive amounts of information to gain an upper hand in being selected by making your excessive information look pretty. i hate purple prose.
Ah but I think you missing the main reason people have CS in a forum based roleplay. It is used primarily as a tool to screen potential roleplayers and make sure they understand and will be a good fit for the roleplay. So by asking for biography for instance it's a subtle way for the GM to make sure that a potential player understands the rules and settings of the roleplay.
We'll use an example from an old group of mine. It was an Alternate Universe Batman story where in instead of bruce wayne becoming batman his butler does instead. And it sort of expands from there. I had set it up that the alternate bat family would be the central focus of the story with villains being NPCs or minor playable characters added after the main family was filled.
I had someone send in a CS where in their biography section they talked about the TV show Gotham and based their characters whole life story around that universe. Now this is something I could catch early and then discuss with the player so they understood what kind of universe the roleplay was taking place.
If i had just asked people to do some kind of elevator pitch where they set out where they wanted their character to start and finish I would not necessarily have caught that distinction. Because someone saying - I want to create this character, I'm going to have them start out as a minor mook with the local mafia, get caught by one of the good guys, and change their ways. Well all that fits in my universe fine. But if they think the universe is the same as the TV show they are still going to be able to have that arc just the places and the people they'll be working with are totally different.
i forgot about that. i understand you need some things on a character sheet, like a character's skills and powers. like the disciplines a magic user actually uses rather than the exact spells. i understand that a character sheet is important for measuring understanding, but you don't need a massive character sheet. at least not a 10+ page one. maybe a page or two should cover all the information you need.
i typically do 8-12 lines for personality and background. and i typically include a separate section for which role,based archetype the character covers within the setting and include a separate section for a description of the character's appearance, usually at least 6 lines. i also track what power disciplines a character is good at rather than the exact powers within those disciplines, because i play a lot of spellcasters, psionicists, mystics and similar archetypes that are categorized into disciplines. or if i do play a more physical character, i will note the level of their physiology and explain which physical facet they are best at.
so if i list a character with the physiology of a 13 year old human female, i will typically list which exceptional things she is better than she should be at. for example, most of my faeries have really quick reflexes and enhanced sensory output, but i do have a few younger characters that are either extremely good at tanking physical hits, hit with extreme force or both.
that's an interesting idea - adding in an archetype for your character. if your doing a particularly character based story i can see that being useful and it's sort of similar to having an established role that your character is filling ( which was kind of popular for a time when i did groups )
when you do a lot of dice roleplays, picking a core archetype becomes second nature to you. archetype is basically "What does your character bring to the table?". you can be flexible with Archetype names depending on the setting, but using D&D classes as an Archetype. you know Shamans cast elemental spells as well as healing spells and you know that Druids Shapeshift into humanoid or animal forms. both are nature themed magical characters, but what a Shaman Brings is Very Different from what a Druid Brings.
At the same time,.knowing whether a rogue is a Rake, a Pirate, or an Assassin says something about them as well.
No I understood the concept as I said it was similar to having your character fill out a particular role back in my group days. Like say for instance you're doing a school roleplay you could have : The Jock, The Nerd, The Cheerleader, etc. It was usually a way to set up character interaction or romance but I can see it being used to help progress a specific story or encourage diversity among character types.