Today's prompt: Compelling characters
As a player, I'm very strongly a Develop-In-Play guy, letting characterisation emerge through the events of the game rather than trying to have a strong sense of who my character is right from the giddyup. That's a little tougher as a referee, especially with my emphasis on intrigue - a big part of my prep is creating a social milieu for the players to explore - so my approach to non-player characters is a bit more like many gamers approach their own player characters.
So what are my basics for creating non-player characters with whom players are likely to interact?
- Relationships: characters have spouses, children, siblings, close and distant relations, coworkers, friends, romantic partners, allies, rivals.
- Goals: characters have personal preoccupations, avocations, ambitions.
- Strengths and weaknesses: characters have abilities and deficiencies, insight and blind spots, mastery and inexperience.
- Quirks: characters have hobbies, interests, habits, 'a distincitive way of looking at things.'
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