HOME

TheInfoList



OR:

Character creation (also character generation or character design) is the process of defining a game character or other character. Typically, a character's individual strengths and weaknesses are represented by a set of
statistic A statistic (singular) or sample statistic is any quantity computed from values in a sample which is considered for a statistical purpose. Statistical purposes include estimating a population parameter, describing a sample, or evaluating a hypo ...
s. Games with a fictional setting may include traits such as
race Race, RACE or "The Race" may refer to: * Race (biology), an informal taxonomic classification within a species, generally within a sub-species * Race (human categorization), classification of humans into groups based on physical traits, and/or s ...
,
class Class or The Class may refer to: Common uses not otherwise categorized * Class (biology), a taxonomic rank * Class (knowledge representation), a collection of individuals or objects * Class (philosophy), an analytical concept used differentl ...
, or
species In biology, a species is the basic unit of classification and a taxonomic rank of an organism, as well as a unit of biodiversity. A species is often defined as the largest group of organisms in which any two individuals of the appropriate s ...
. Games with a more contemporary or narrower setting may limit customization to physical and personality traits. This is usually used in Role-playing games.


Role-playing games

Character creation is typically the first step taken by the players (as opposed to the
gamemaster A gamemaster (GM; also known as game master, game manager, game moderator, referee, or storyteller) is a person who acts as an organizer, officiant for regarding rules, arbitrator, and moderator for a multiplayer role-playing game. They are m ...
) in preparation for a game. The result of character creation is a '' direct characterization'' that is recorded on a character sheet. In its most comprehensive form it includes not only a game-specific representation of the character's physical, mental, psychological and social properties in terms of
statistic A statistic (singular) or sample statistic is any quantity computed from values in a sample which is considered for a statistical purpose. Statistical purposes include estimating a population parameter, describing a sample, or evaluating a hypo ...
s, but also often less formal descriptions of the character's
physical appearance Human physical appearance is the outward phenotype or look of human beings. There are infinite variations in human phenotypes, though society reduces the variability to distinct categories. The physical appearance of humans, in particular those a ...
,
personality Personality is the characteristic sets of behaviors, cognitions, and emotional patterns that are formed from biological and environmental factors, and which change over time. While there is no generally agreed-upon definition of personality, mos ...
, personal
back-story A backstory, background story, back-story, or background is a set of events invented for a plot, presented as preceding and leading up to that plot. It is a literary device of a narrative history all chronologically earlier than the narrative of p ...
("background") and possessions. Often during play, only a character's appearance is explicitly described, while other traits are ''characterized indirectly'', with the exact statistics known to the character's player and the game master, but not necessarily to other players. Character advancement refers to the improvement of a character's statistics later in the game. The player will modify existing statistics and add new ones, usually by spending
experience point An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experi ...
s or when gaining a new
experience level An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
. Character advancement typically uses similar rules as character creation. In order to avoid unrealistic sudden changes in character concept, changes during character advancement are often more limited than during initial character creation. For example, in many games
attribute Attribute may refer to: * Attribute (philosophy), an extrinsic property of an object * Attribute (research), a characteristic of an object * Grammatical modifier, in natural languages * Attribute (computing), a specification that defines a prope ...
s are harder (if not impossible) to change during character advancement. The term character development is, in some contexts, used interchangeably with ''character advancement'' (in a sense similar to ''
professional development Professional development is learning to earn or maintain professional credentials such as academic degrees to formal coursework, attending conferences, and informal learning Informal learning is characterized "by a low degree of planning and ...
'' or ''
Human Development Human development may refer to: * Development of the human body * Developmental psychology * Human development (economics) * Human Development Index, an index used to rank countries by level of human development * Human evolution, the prehistoric ...
''), whereas elsewhere ''character development'' refers instead to the player's indirect characterization of the character through
role-playing Role-playing or roleplaying is the changing of one's behaviour to assume a role, either unconsciously to fill a social role, or consciously to act out an adopted role. While the ''Oxford English Dictionary'' offers a definition of role-playing a ...
(in a sense similar to '' film developing'').


Making decisions

A character's initial
attribute Attribute may refer to: * Attribute (philosophy), an extrinsic property of an object * Attribute (research), a characteristic of an object * Grammatical modifier, in natural languages * Attribute (computing), a specification that defines a prope ...
scores are typically either generated randomly or determined by distributing character points, though some systems use a combination of both. Some game systems also allow attribute scores to be increased later in the game similarly to
skill A skill is the learned ability to act with determined results with good execution often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of wo ...
s, usually via a predetermined system. Characters can also gain a number of skills. What types of skills the characters can learn and how easily they can be learned usually depends on if the character creation system is "class based" or "skill based". The process of creating a character for a given game involves a number of decisions, such as: advantages and disadvantages that a character will have, what values are to be assigned, and what particular statistics those values are to be assigned to. For most decisions, there will be a rule outlining by whom and how a decision can be made. Most of these rules can be classified into one of the three groups described below. They differ in several aspects, the most prominent being
ease of use Usability can be described as the capacity of a system to provide a condition for its users to perform the tasks safely, effectively, and efficiently while enjoying the experience. In software engineering, usability is the degree to which a soft ...
, as well as
game balance Game balance is a branch of game design that is described as a mathematical-algorithmic model of a game’s numbers, game mechanics, and relations between the two. Game balance consists of adjusting values to create a certain user experience. Pla ...
and diversity of the generated results. Most decisions in character creation are made according to the following principles: * Prescription: The decision is predetermined by the rules (often by a
formula In science, a formula is a concise way of expressing information symbolically, as in a mathematical formula or a ''chemical formula''. The informal use of the term ''formula'' in science refers to the general construct of a relationship betwee ...
or a
table Table may refer to: * Table (furniture), a piece of furniture with a flat surface and one or more legs * Table (landform), a flat area of land * Table (information), a data arrangement with rows and columns * Table (database), how the table data ...
that
map A map is a symbolic depiction emphasizing relationships between elements of some space, such as objects, regions, or themes. Many maps are static, fixed to paper or some other durable medium, while others are dynamic or interactive. Although ...
s one or more pre-established statistics to a specific choice for another), or it is made by the
game master A gamemaster (GM; also known as game master, game manager, game moderator, referee, or storyteller) is a person who acts as an organizer, officiant for regarding rules, arbitrator, and moderator for a multiplayer role-playing game. They are ...
prior to character creation. This method facilitates fast and easy decisions that are likely to be balanced according to the judgement of the game's author and the game master, but doesn't allow for variation if not combined with other options. In an extreme case, characters are completely predesigned 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 convention A gaming convention is a gathering centered on role-playing games, collectible card games, miniatures wargames, board games, video games, or other types of games. These conventions are typically two or three days long, and often held at either a u ...
s. ** Examples would be the skill bonuses a character gets from their attributes in many games (which are usually determined by a table or a simple formula) or the number of
character point A statistic (or stat) in role-playing games is a piece of data that represents a particular aspect of a fictional character. That piece of data is usually a (unitless) integer or, in some cases, a set of dice. For some types of statistics, thi ...
s a player gets to use for character creation (in ''
GURPS The ''Generic Universal RolePlaying System'', or ''GURPS'', is a tabletop role-playing game system designed to allow for play in any game setting. It was created by Steve Jackson Games and first published in 1986 at a time when most such systems ...
'', for example, this is set by the game master). * Random Choice:
Random In common usage, randomness is the apparent or actual lack of pattern or predictability in events. A random sequence of events, symbols or steps often has no :wikt:order, order and does not follow an intelligible pattern or combination. Ind ...
choices are usually made by rolling
dice Dice (singular die or dice) are small, throwable objects with marked sides that can rest in multiple positions. They are used for generating random values, commonly as part of tabletop games, including dice games, board games, role-playing g ...
and either using the result directly or looking it up in a table, depending on the decision that is to be made. Usually, a random generation system allows the full (or at least a rather large) range of values to be generated for each statistic, leading to a great diversity among newly generated characters. Thus, it is possible for a character to start the game with all-maximum scores (or nearly so). On the other hand, players have very little control over the scores, and rolling low scores can be very frustrating for some players. This method is generally less concerned with game balance than with ease of use. ** For example, in some editions of ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical Studies Rules ...
'' 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 Stormbringer is a magic sword featured in a number of fantasy stories by the author Michael Moorcock. It is described as a huge, black sword covered with strange runes, created by the forces of Chaos with its own will. It is wielded by the doo ...
'' 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: Another option is to let the player make decisions, normally within clearly defined restrictions. These restrictions often involve allowing players to distribute a number of ''character points'' among various statistics. In such a point distribution system, higher scores often cost more points per level than lower ones, and costs may vary between statistics even within a category. Usually, there is an upper and lower limit for each score. Additional constraints may apply, depending on the game system. Point distribution gives the players much control over the character creation process and tends to make characters highly customizable. If the system is designed well, characters are usually more balanced than randomly created ones. On the other hand, this method is almost always more complicated and time-consuming than random generation. ** Examples for systems that almost exclusively use point distribution to determine statistics are (in roughly chronological order) the ''
Hero System The ''Hero System'' is a generic role-playing game system that was developed from the superhero RPG '' Champions''. After ''Champions'' fourth edition was released in 1989, a stripped-down version of its ruleset with no superhero or other genre ...
'' (including its predecessor ''
Champions A champion (from the late Latin ''campio'') is the Victory, victor in a challenge, Competition, contest or competition. There can be a territorial pyramid of championships, e.g. local, regional / provincial, state, national, continental and w ...
''), ''GURPS'', the ''
World of Darkness ''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with '' Vampire: The Masquerade'', '' Werewolf: The Apoca ...
'' 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 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 with the player choosing family origin and then making further decisions at specific life "checkpoints" - for example early education, young adulthood and one or more "tours of duty" in various careers. Each stage will apply certain modifiers and give the character the opportunity to develop skills, advantages and possibly 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 dependent on the specific system - in some it is entirely possible for a character to die during the creation process and the player to need to start again from scratch.


Determining numerical values

Determining 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 #Possibly adjust statistics scores by “shifting around” (stat) levels. Example: In '' Castle Falkenstein'', ''
abilities Abilities are powers an agent has to perform various actions. They include common abilities, like walking, and rare abilities, like performing a double backflip. Abilities are intelligent powers: they are guided by the person's intention and exec ...
'' are the only type of statistic. Each player gets the same pre-defined set of ''scores'' (1a) and can freely choose (1b) which abilities he wants them to assign to (2). In addition, higher scores can be bought by balancing them with a number of low scores (3).


Obtaining and assigning values

Games that don't use point distribution to determine all statistics values typically use different methods for different types of statistic: In general, there are comparatively few ''attributes'', and each one explicitly is assigned a value. Conversely, there are generally a rather large number of ''
skills A skill is the learned ability to act with determined results with good execution often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. For example, in the domain of wo ...
'', and each character learns only some of them while the others are left at their respective default values. Here are some examples: * To determine attribute values in Basic ''Dungeons & Dragons'', '' Marvel Super Heroes'', or ''Stormbringer'' 3rd edition, for example, the player rolls once (1a) for each attribute (1b) and must use whatever result occurred on the dice for that statistic (2). If for different attributes a different number of dice is used (as is the case for non-humans in ''
Palladium Palladium is a chemical element with the symbol Pd and atomic number 46. It is a rare and lustrous silvery-white metal discovered in 1803 by the English chemist William Hyde Wollaston. He named it after the asteroid Pallas, which was itself na ...
'', for instance), this is the most feasible option. * ''D&D 3.5'', on the other hand, 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 randomly chosen profession (and race). 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

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. Often, such adjustments are made at a penalty, applying a two-for-one cost, for instance. 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

To speed up and ease the character creation process, many games use character templates of some sort: Sample characters representing
genre Genre () is any form or type of communication in any mode (written, spoken, digital, artistic, etc.) with socially-agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other for ...
-typical
archetype The concept of an archetype (; ) appears in areas relating to behavior, historical psychology, and literary analysis. An archetype can be any of the following: # a statement, pattern of behavior, prototype, "first" form, or a main model that ot ...
s that are either completely ready-made or at least define the essential stats necessary for a character to be able to work in a given occupation or fill some dramatic role. For instance, a thief will probably know how to move quietly, pick locks, disarm traps, and climb walls. The use of character templates enables inexperienced players to easily create suitable characters as they won't be overwhelmed with having to select skills and abilities, and it still speeds up character creation for even the most experienced players. 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 can be 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 ''Shadowrun'' is a science fantasy tabletop role-playing game set in an alternate future in which cybernetics, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy and crime, with occasional elements of conspir ...
'' or ''GURPS''.) Other games use such a mechanism as a mandatory tool to provide direction and limitations to the character creation process as well as character development. This is the
character class In tabletop games and video games, a character class is a job or profession commonly used to differentiate the abilities of different game characters. In role-playing games (RPGs), character classes aggregate several abilities and aptitudes, ...
concept introduced by ''Dungeons & Dragons'' that is now used in all '' d20 System'' games and has been adopted by many others, such as
Palladium Books Palladium Books is a publisher of role-playing games (RPGs) perhaps best known for its popular, expansive '' Rifts'' series (1990–present). Palladium was founded April 1981 in Detroit, Michigan by current president and lead game designer Kevin ...
' ''
Megaversal system The Megaversal system, sometimes known as the Palladium system, is a role-playing game system used in most of the role-playing games published by Palladium Books. It uses dice for roll-under percentile skill checks, roll-high combat checks and sav ...
''. With a character class, most skills and abilities are predetermined, or must be chosen from a comparably narrow subset of all available traits, leaving the player to select only a few extra skills. Some people find this too limiting, while others like the fact that each character necessarily has to be specialized to fill a specific role in the group of player characters. In a class-based system, a fighter is often not allowed any magical abilities, while mages are typically poor fighters. When players are not required do adhere to a specific template, on the other hand, their characters might turn out very similar even if they started from different templates — a fighter with good spell casting abilities is not much different from a spell caster with good fighting abilities. Thus, the freedom of a class-less system requires extra caution on the side of the players to create a diverse group of characters. There are games that aim to get the best of both worlds by using some kind of hybrid. One approach is to let the templates (called ''careers'' in '' Classic Traveller'' as well as in ''
Warhammer Fantasy Roleplay ''Warhammer Fantasy Roleplay'' or ''Warhammer Fantasy Role-Play'' (abbreviated to ''WFRP'' or ''WHFRP'') is a role-playing game set in the ''Warhammer Fantasy'' setting, published by Games Workshop or its licensees. The first edition of ''WFR ...
'') still restrict the choices available for character creation or development, but apply them only for a limited timespan: During character creation in ''Classic Traveller'', each character pursues one of six possible ''careers'' (professions) that decides which tables can be used to roll on, thus giving direction to the otherwise largely random process. When the character is ready to be played, he has ended this career, so it doesn't have a direct influence on character development during play. ''Warhammer Fantasy Roleplay'' has a much more elaborate career system. Characters advance by entering a series of "careers" that provide access to a set of new or improved skills, and bonuses to attributes (called "advances"). The menu of careers available to characters reflects the setting of the game world. Basic careers are those that might be filled by any individual with a modest amount of training or instruction. Advanced careers require greater preparation and training, and are often more appropriate for the lifestyle of an active adventurer. The career system gives both an idea of what a character might have been doing before embarking on a career as an adventurer (working as a baker, night watchman, rat catcher, or farmer), and how they changed and developed through their career (becoming a mercenary, explorer, ship's captain, etc.). As another approach, some games (such as ''
Cyberpunk 2020 ''Cyberpunk'' is a tabletop role-playing game in the dystopian science fiction genre, written by Mike Pondsmith and first published by R. Talsorian Games in 1988. It is typically referred to by its second or fourth edition names, ''Cyberpunk 2 ...
'') use a hybrid skill-class system, in which each of the primary roles (classes) in the game has one skill that is absolutely unique to it and defines that role, but apart from that, characters are created and advance using a skill point system rather than a class-and-level system.


References


Additional sources

* Michael Alyn Pondsmith. '' Castle Falkenstein'' (R. Talsorian Games, 1994). * ''
Cyberpunk 2020 ''Cyberpunk'' is a tabletop role-playing game in the dystopian science fiction genre, written by Mike Pondsmith and first published by R. Talsorian Games in 1988. It is typically referred to by its second or fourth edition names, ''Cyberpunk 2 ...
'' * ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical Studies Rules ...
3rd edition'' / d20 System * Steve Jackson,
Scott Haring Scott D. Haring is a game designer who has worked primarily on role-playing games. Career Scott Haring began working in the adventure gaming industry in 1982. Haring had a long career with Steve Jackson Games, having worked at the company five d ...
, Sean Punch. ''
GURPS Lite ''GURPS Lite'' is a 32-page introduction to the rules of the ''GURPS'' role-playing game based on the core rules in the GURPS 4e Basic Set (mainly ''Characters''). Contents ''GURPS Lite'' includes basic character creation with advantages, dis ...
'' (Steve Jackson Games, 2004). Available online from http://www.sjgames.com/gurps/lite/. * Steve Jackson, Sean Punch, David Pulver. ''
GURPS Basic Set ''GURPS Basic Set'' is a role playing game publication written by Steve Jackson, Sean M. Punch, and David L. Pulver. The first edition ''GURPS Basic Set'' box was published in 1986, a standalone third edition book in 1988, and a hardcover, two- ...
: Characters'' (Steve Jackson Games, 2004). * '' Marvel Super Heroes'' * Bob Charette, Paul Hume,
Tom Dowd Thomas John Dowd (October 20, 1925 – October 27, 2002) was an American recording engineer and producer for Atlantic Records. He was credited with innovating the multitrack recording method. Dowd worked on a veritable "who's who" of recordings ...
. ''
Shadowrun ''Shadowrun'' is a science fantasy tabletop role-playing game set in an alternate future in which cybernetics, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy and crime, with occasional elements of conspir ...
'' (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 The Megaversal system, sometimes known as the Palladium system, is a role-playing game system used in most of the role-playing games published by Palladium Books. It uses dice for roll-under percentile skill checks, roll-high combat checks and sav ...
. * '' 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


Building Better Characters
column on RPGnet Role-playing game terminology Video game gameplay