How to RP your character


Pathfinder First Edition General Discussion


So I made a dawnflower of dervish bard. And I have no idea how to RP him. Now, only two people in the group RP really, most of us meta game, but I've heard the game can be much more enjoyable when everyone is in character, so I really want to try.

I find it awkward and strange to be RPing, and I have no idea where to start. I kind of want my character to be noble born and left home because it grew boring. He grew tired of sleeping with maids and lowborn, and most noble women in his city tended to be rather prude and boring, so he left. You can only sleep with so many women before things get awkward all over town anyways.

I'm thinking for the religious part, my grandfather joined and it was how I was raised. We (the family) were born into the belief that we were put here to fight corruption and evil. My character has strayed away from the Lawful alignment however and is straight True Neutral. He will absolutely destroy the evil and the corrupted, providing they don't suddenly yell out "I'd like to convert!" (que sense motive), but he is most definitely a thief, and will circumvent as many rules as he can to get what he wants or feels is right or needs.

For example, if he need that Lords signet ring and the Lord is unwilling to part with it, he will certainly steal it, charm him, or even intimidate him. After all, anything that will help me in my journey to aid the world in ridding itself of evil and corruption will justify my taking of it. He kind of lives by "the ends justify the means" as long as no one gets hurt or killed that didn't deserve it. I'm certainly not out for only myself, as I would steal for a friend as well, but not from a friend.

I eventually aligned myself with the Andor due to not liking any kind of slavery, regardless of race or gender. Even for an indentured servant I would likely buy their freedom if possible.

The background story just doesn't feel fleshed out to me. Like it's just a story rather than a background. And I have him from the Padishah Empire of Kelesh, but have no idea what they look like or sound like or even the climate. It's hard to RP someone when you don't know their accent or geography of their homeland.

Also, sometimes some great RP moments come up but have little to no effect on the general gameplay, which is frustrating but understandable. For example, in one scenario I pried gems out of a jeweled key meant for an Osirian tomb. We all had a laugh that that was my first reaction ("the key is jeweled and shaped like a scepter" "I'd like to pry the gems out") but then they were sold for next to nothing to keep balance (I'm assuming). Other than for RP reasons, is there any reason to roll constant sleight of hand checks and steal many things when, at the end of the game, I won't be able to keep it? I see a lot of topics about "that guy" in a group who is super annoying and I really don't want to be him by stealing everything or ruining the GMs story or ruin the game for anyone else. The GM is phenomenal so far but I don't want to test my limits too much per se.

Any advice is appreciated. I really want to give RPing a go but I guess I don't feel connected with my characters background even though I like it.


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As far as accent and geography, do some research. If the details do not exist, then take some liberties and make them up. Over the years I have applied some earth accents to RPG lands. Use an accent you will have fun with.

So you're a noble, and now you're adventuring. You could say that as one who is not first-born you will not inherit what the oldest child will, and must seek your own fortune. Or, you are a bastard. Do you seek to support your sibling, or are you jealous? If you are the first-born, then there should be agood reason you are adventuring. Perhaps there is a curse or ancestral enemy.

Regarding the slight of hand issue, just come up with some kind of motivation besides material main, such as being a thrill seeker, or you are rich and bored, or just a klopto. You don't necessarily need to steal expensive items.

A few things regarding RP in general.
1) Choose a flaw or weakness of some kind. Everyone wants their character to be a bad-ass without weakness, but that gets boring. Sometimes people can't help making bad choices. Is it gambling, drinking, arrogance, gullible, trust issues, an irrational fear, a bad temper, dislike of small humanoids, mumbling, lack of manners, sex-crazed. By the way, really try to avoid using your flaw to screw over the entire party.
2) Choose a hobby of some kind (playing cards, basket weaving, table-top war games), and something that is the most importantt thing in your life even if the character hasn't realized it yet.
3) Its impossible to not put part of your own personality into role-playing, but you can make some conscious choices to adopt personality traits that are not yours. Being someone else is what put the RP in the G. Is there a common trait that many of your characters have? Change it. If you are shy, then your character should be outgoing. Are you a smarty-pants? Play a character who only sees what is in front of him. We're not just playing a board game, we're also improv actors.


I'm afraid it's rather late here, but I think I grasped most of what you said, and I'll give my best response!

I'm not exactly sure when or how it happened, but one day, people went to their local Pen and Paper type stores, and started picking up the Pathfinder Roleplaying Game and thought it was the best idea in the world to play it like casuals, with no love of lore, NPCs, or story. These were, and still somewhat are, the dark times my friend. It's a sad day when you get weird looks, or shunned upon for role playing.

In most of our games, role playing is HEAVILY welcomed, and rewarded greatly for any attempt made to do so. My most recent character in our home-made campaign was a near seven foot tall, towering lizardfolk knight. I didn't delve too much into his past, but his back-story had his wife, one kid (which turned to four by the end of our literal year long campaign) and much more. His homeland was a prominent part of the story, and we visited it regularly, and the GM had no issues playing out the roles of his family, nor did I have any troubles interacting with them.

Though...I may have misinterpreted that role play sense, if it's personality you meant, well; my Knight was a near run of the mill hero, but hey, sometimes that's alright! He was proud, brave, a champion of justice and a selfless guy. A LOT of my fellow party members usually play the treacherous merchant bard, the quick to steal in it for herself rogue, the trouble starting young lad..monk. Basically, fire starters. Our GM is very good at remaining neutral in the actions of the players generally, and he knows full well characters won't get along the same as their players would. Countless times, even though I know it would make the player mad, my character acted out against a decision the other party member made. I mean, it's what he would do! The bard heavily contemplated selling off a half celestial child in exchange for access to a gold pile near the size of a colossal dragon that an ancient wizard owned (evil wizard!). When the bard motioned to accept the offer, my knight drew his sword, much to the anger of the bard's player. When the bard tried to shove past him, my knight cut him down (not totally slaying him, but critically wounding him. Needless to say, the player hated my character and myself both in and out of game for a few weeks.

To finally make a point and stop my rant, go for roleplaying, or go home sir (or madame!). What I mean is, always roleplay when you can, and however you can. As for your character's back story, perhaps see if you can bend the rules a little and rework it? With my characters, I usually go race, what class they would be, and perhaps their social standing in the world, then I go for family, children, etc. Just saying though, your character having a family is one thing, but be cautious if you get attached to your character. Soon you can't afford to let them die and are afraid to play them for a total destruction of the family left alive should your character die haha

I don't know if it's really a problem for other players, but once every blue moon, I get so attached to a character that it feels like I literally take their spot in the world.


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The game is most assuredly more fun when everyone gets into their characters! Congratulations on being brave enough to give this a try. It can be quite intimidating for a lot of people.

That said, you are on the right track. A good background is a solid foundation for you to advance your character's story and personality. If you don't feel "connected" to your backstory, though, it's much harder.

There's no right way to do that, unfortunately... The best advice I can offer is to put something of yourself into the character and the background. The more relatable he is, the more you will care about him. Secondly, make him flawed in some way. Paragons with no obvious shortcomings tend to not feel "real". It makes them very stunted and awkward as characters. Thirdly, play the guy you want to play. Not the one the mechanics work for, or the one that fits the scheme, or seems the coolest.

Happy gaming!

Edit: Ha! Every single suggestion ninja'd by Ciaran Barnes!


How do your character's stats, skills, and feats reflect him as a person? How does his backstory feed into his behaviour? How does he play to his alignment? What kind of quirks does your character have and why does he have them? All of these questions should help you learn to develop your character's behaviour alongside his backstory.

Next, if you feel uncomfortable with roleplaying due to current group atmosphere, let your GM know! If the GM suggests, encourages, or (if necessary) enforces roleplaying, it does actually help. Try staging an in-character conversation with one of your fellow players, have everyone give their name and rough synopsis of their backstory to each other and play off of that. Try to increase the amount of in-character conversation that happens each session.

Believe me, I started with a group that had literally ZERO roleplaying. Half the people in the group just had the party munchkin roll their characters with no explanation or character guidance, and nobody even knew each other's character names (two people didn't even have a name, only two people could tell you their character name off the top of their head), nobody had any backstory, and nobody ever said a word in-character. I did talk to the GM out of session, mentioning everything above, and he agreed to help improve the atmosphere. If you just explain that you're disappointed with the group and their lack of roleplay, a good GM will do everything he/she can to change things around.


Well I'd definitely say my flaw is stealing and at least one person has picked up on it so far as they egg me on. It's almost already gotten us in trouble, but I rolled a natural 20 on the sleight of hand check and the GM rolled with it and, even though I rolled a 20, the NPC asked for the item back shortly later, which I enjoyed. 9/10 times I'm sure I'll be thinking "you know, I really shouldn't be stealing this. It's pretty risky. I'll probably never need it. Probably. But maybe I will." So I'm okay with that being a flaw, and I tend to want to stick things with the pointy end even when we don't need to but it is acceptable to do so.

I'll probably say I'm the third son of a noble, so no one really cared what I did. I mean, I'm the backups backup. I had wealth and good looks and pretty much free reign to do as I pleased, with little or no guidance from my parents. I'll have to think of someone who at least guided me a little though. Maybe it could be an older brother or an uncle. Maybe I'll be the bastard child of a mistress/concubine of my father. He'd support me but have nothing to do with me, and I'd learn how to "court" people the way she did (let's not get gross here).

Through the research it seems like my home city is a desert dwelling civilization based on those around it or owned by it. I kind of imagined that area for a background anyways, so that's nice. I've got no clue about accents but I suppose I can try them alone in my office and see what doesn't awful.

I think the group will fall into it with the two other guys doing it. We just metagame alot because we're a mixed group of veterans and noobs, so sometimes we need clarification.

Sovereign Court

I look to literature and film for inspiration. I tend to file away my favorite characters and try to channel them at the table. One thing I recommend though is not getting too caught up in what your character is supposed to be. Often, I read threads about absolutist like "must kill all undead" or folks playing rangers favored enemy to the point of suicide. These characters are more like avatars of ideas than actual characters. IMO, this style makes the whole game fall flat. You seem to be looking to bridge RP and mechanics so I would say you are on the right path.

As for the stealing, you need to remember TTRPGs are a group game. You are playing up an aspect of your character and that's great, but if its not aiding the adventure chances are the GM and/or other players will downplay it. On the flip side, if all your attempts are waved away then maybe you need to discuss with the group opportunities to get the most out of your character.

Lastly, don't think of RP as a switch. Many people get discouraged because they decide to RP more but their attempts fall flat or the group doesn't follow. You need to give it time for you and the group to grow into it. People tend to fall into habits and adjusting or breaking them is a slow process. Hope this helps and have fun!


Kleptomania is a good flaw. But, a flaw in role play is only actually a flaw if your character also sees it that way... Does that make any sense?

What I mean is, if you (player) and your character are both super-proud of the fact that the character steals everything not nailed down, then it doesn't work as a character flaw.

If on the other hand, he doesn't understand his own motivations, tries to stop and can't, never quite grasping that it's the rush and the fear of being caught, coupled with a desire to hurt the "oh-so-proud nobility" for shunning him... then it's a flaw.


You have already had some good advice.

Accents can be fun but they are best at first impressions so a strong meet up and the occasional catch phrase will more than cover how good your vocal range is. What really nails in character speach is keeping it in character. This does not mean you dont enjoy the table banter it means that when you adress the other characters or npc you do so as your character. This sounds simple but you would be surprised how often people rely on out of character resolution to moments.

Example: The party pulls into town you were told to look for a halfling in a seedy bar/tavern you learn he wont be in till mid morning tomorrow. The dm says you can stay here. You remember that the dm descibed the place as a real dive. Everbody nods and takes note of the missing coin on their sheets. Lean forward and speak as your character. "Hell no. This place stinks." As a noble, and hey a guy who likes the nice things enough to steal for it, I refuse to stay in the low rent joint. You look at the dm and speak to a local. "Hey friend I'm looking for a nice place to stay for the night drinks here are good enough but is an inn that hasa touch more class." This might cause another 30 or 40 seconds of chatter which you answer in character. But in under a minute you have created a moment that speaks to the kind of man you are.

It's the small touches that really can go along way.

Shorter example:
Assuming your thief is also the trap guy. When you announce to the gm you are checking a door for traps follow it up in character statement , "Hey guys shhh. You want this blowing up on you." Turning to the gm I listen at the door (cup yohr hand to your ear like your straing at the door then) And I check for any traps (mime a quiet tap on the door and roll perception).

Lastly try as often as possible to base behavior on character perspective not player awareness. Meta game tactics should be considered certainly but so should character knowledge, morality, attitude and so on.


I like the idea of having an uncle who ended up being your mentor/role-model/father-figure. He should also be the younger brother who did not inherit a title so you have something in common. Either he has no children, or none really worthy of favoritism.

Back to being a klepto. Are you and the uncle two peas in a pod? Maybe he has sticky fingers too. Or maybe he's legitimate and you steal to keep up the appearance of success in front of your family. Or maybe you simply have mental problems.

Finally, I also encourage you to complete a character write-up. It can include information on family, personal history, appearance, personality, or any combination of those. It is important to include details that will get your role-playing started, but also remember that a character should grow over his or her career. Leave room in the write-up for details that will be filled in as you go.

The Exchange

Some RPGs include whole pages of "character questionnaires" that make you think over your character's dislikes, habits, goals and memories. The Amber Diceless RPG had a pretty good one. You can get a better handle on your character after you've adventured for a few sessions and sit down with one of these. The best part is that it's a self-quiz, so you really don't have to write anything down - just think about how your character would answer them.

As for PF sources: while Ultimate Campaign's systems for background, down-time, and honor codes are a bit too granular and point-driven for my narrative taste, they might suit your needs well. Simply flipping through the book might help you get a better grip on your character.


One caution or rather question your character idea raises is your are pro stealing but against corruption. This has a bit of ideological tension to it establishing how this is a part of your personality would be important. For instance "yeah im a thief but I make no bones about it but what gets me is the hypocracy of so called honest people knowingly buy from goods made by slaves or the bribes expect to do "legitimate" business."


The Crusader wrote:

Kleptomania is a good flaw. But, a flaw in role play is only actually a flaw if your character also sees it that way... Does that make any sense?

What I mean is, if you (player) and your character are both super-proud of the fact that the character steals everything not nailed down, then it doesn't work as a character flaw.

If on the other hand, he doesn't understand his own motivations, tries to stop and can't, never quite grasping that it's the rush and the fear of being caught, coupled with a desire to hurt the "oh-so-proud nobility" for shunning him... then it's a flaw.

He's not super proud of it, he just usually thinks "Well this might come in handy. Better to have it and not need it than need it and not have it." He's like a giant boyscout gone rogue. Always be prepared. Usually via stealing as much as you can, because why buy it if you don't need to?

I think I am going to go with an uncle being his fatherly figure, who likely had a similar attitude about taking what is needed but had enough money where he never had to steal. My PC, on the other hand, left home without any significant money, so stealing is sometimes "necessary" to my character because he can't simply buy his way into/out of things. I'm happy that there is at least one person in the group who I have a good dynamic with, with him egging me on to steal things and me helping him out when possible, like lying for him when his bluff skills are terrible.

I'll try to do a write up before our next scenario too. Some things are important to mention (to me) such as my character having a flawless red beard that reaches his chest and puts a Dwarfs beard to shame. I think it's important because of his religion, which says halflings born with red hair often see this as a sign from the Gods to join Sarenrae. Now, I'm not a halfling, but I still like that he has a red beard and is a Sarenrae worshipper.

I'm not going to have any contact with my family actually. Not because of any issues that arose, but because I left without really saying anything to many people. I'd probably only let me uncle know and my mother, I was the third child after all so my father probably barely knew I existed. Never the less I'm a male and Kelesh royalty is matriarchal rather than patriarchal, so I'm not even that important to anyone. Maybe I left because I was told I would never make it in the real world without all my wealth.

EDIT:

Gnomezrule wrote:

One caution or rather question your character idea raises is your are pro stealing but against corruption. This has a bit of ideological tension to it establishing how this is a part of your personality would be important. For instance "yeah im a thief but I make no bones about it but what gets me is the hypocracy of so called honest people knowingly buy from goods made by slaves or the bribes expect to do "legitimate" business."

I just justify my stealing with "the ends justify the means." I mean, what if I didn't steal that sword and I ended up getting killed for it rather than killing that vampire? Wouldn't the good that came from saving the number of people the vampire would have killed outweigh the bad for my stealing a single object? You see, it all comes down to a score. As long as you're in the positive, you're alright. At least that will be my PC attitude. Murdering 1 to save 2 is alright. Murdering 1 to save 1 isn't, unless the one I saved was a child or something. I tend to bend rules, which is why I went True Neutral. Gives me a little leeway.


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You have back story. but what is his character like? Is he a morning person, or is he best not spoken to till after coffee? Is he methodical, maybe meticulous in keeping armour and weapons in order? Is he used to servants doing everything and keeps suddenly remembering he needs to do things for himself? Does he care about what he eats and drinks, perhaps fussy, or a connoisseur? Does he like to read and if so, what?

Think about how he might behave during a typical day, in camp and at meals and waiting for things. What he thinks about weather or comforts, how much, if at all, he prefers staying in inns, what he enjoys and what he hates.


Chief Cook and Bottlewasher wrote:

You have back story. but what is his character like? Is he a morning person, or is he best not spoken to till after coffee? Is he methodical, maybe meticulous in keeping armour and weapons in order? Is he used to servants doing everything and keeps suddenly remembering he needs to do things for himself? Does he care about what he eats and drinks, perhaps fussy, or a connoisseur? Does he like to read and if so, what?

Think about how he might behave during a typical day, in camp and at meals and waiting for things. What he thinks about weather or comforts, how much, if at all, he prefers staying in inns, what he enjoys and what he hates.

Well he's a worshipper of Sarenrae so he's at least not cranky by dawn. I'm going to try to make him laid back about a lot of things, but I do like the idea of being at least a connoisseur of something and being well read. Especially because he came from nobility. Not many nobles don't read, and many of them are particular about their food being top of the line, but I think I'll have him uncaring about food. You could kill a rat in front of him and tell him it's dinner and he'll shrug and eat it. He'll definitely like an inn, but only for short periods of time. Hot food, comfortable beds, good drink, fine company. But he's been on the road so much that he gets antsy to get going. A life of finery isn't for him anymore, but he can still pull it off if he needs to.

These are all really good questions that I hadn't even thought of. I was way less prepared than I thought haha.


Sometimes, writing a detailed backstory ends up with a lot of wasted effort. In more than one session I was in (at least one that I myself was GM-ing), a player had a very developed backstory. But the backstory was never touched in the campaign, AND the player roleplayed very little that was backstory-influenced.

I'm not saying backstories are useless. Just, at the end of the day, the player needs to RP his character, and some parts of backstory might not be used. Wasted time and effort.

When I was first involved in tabletop RPGs, I had trouble roleplaying, and I also GMd with other players who didn't roleplay much either. Here are some things I tried that worked for me:

- Roleplay a caricature instead of a deep character. Complex characters are hard to RP, because there are many things influencing them, like religion, past experiences, friends, personal beliefs, and more, just like people in real life. You might think you're RP-ing a complex, deep character, but to everyone else at the table, you might look like you're not RP-ing at all. On the other hand, shallow, predictable, simple caricatures are really easy to RP, even for people with no RP experience. Start shallow, and who knows? Maybe through your adventure, your caricature, simple character might even develop into a deep, complex character that you're comfortable RP-ing.

- You don't need to speak in-character to RP. When I started DnD, speaking in-character felt really odd and uncomfortable. But you don't need to speak in-character to RP. Just describe what your character does instead. It's easier, and it's still RP-ing. If you play tabletop RPGs for a while, you'll end up speaking in-character over time anyway. No rush, start easy, enjoy the game instead of stressing over 'quality RP'.

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