Character Design (personality & physical aspects)


Advice


character design is somewhat generic and akin to writing. This is a flexible Top-Down description becoming more specific as you progress.
 no, this thread isn't about class builds but that comes into it as it defines class skills and functional abilities in the game.

1) Role: jungian-like archetype: Innocent, Everyman, Hero, Outlaw, Explorer, Creator, Ruler, Magician, Lover, Caregiver, Jester, and Sage; -or- Keirsey archetypes: Inspector, Protector, Counselor, Mastermind, Crafter, Composer, Healer, Architect, Promoter, Performer, Champion, Inventor, Supervisor, Provider, Teacher, Fieldmarshal. You can also use ye olde tarot cards interpretations.

2) Individualize: specifics to customize personality. I'd use the LCGE alignment, Myers-Briggs indicators, the Big Five traits, the HEXACO structure as guides. You can use phychologial or mental disorders as a source and minimze them.

3) Goal/Objectives: What does my main character want above all else, and why? Now, your character might want a lot of different things, but what does it all add up to? What is that ultimate goal they are trying to achieve, that ultimate objective that is going to make them feel satisfied? Show through Internal Reflection, Acts, Dialogue with others.

4) Backstory {yes #4}. Childhood and family dynamics, Traumatic or impactful events, Educational background and achievements, Obstacles, challenges, or setbacks, Secrets, hidden aspects, or unresolved issues, Relationships with friends, partners, or mentors, Goals, aspirations, and dreams, Hobbies, interests, or talents, Values, morals, and ethical code. Some of these may be hidden from the character as hidden/repressed, secret, or unknown. Many people start here and then go backwards.

There are charts and tables in various published books to help with the above.

5) Balance quirks, faults, flaws, and physical issues. It's a double check on the above to make sure your character is realistic and well rounded. This also involves a balance between thematic and stylistic choices. This is also where Class Builds come into play as they define the areas the build will excel at and thus the character.

6) Growth/arc: things change as do personalities as character's learn & grow. Consider major future/planned plot events that may change their responses.

7) Artistic Realities: show/tell/describe above to "make it real" in real terms (physical, visual(senses)) and emotive(thoughts, feelings, moods) to represent the character's physical, personal, and physical assets and liabilities. Some players simply choose a byline to expose at times.

8) Agency/Power: show/tell/describe doing stuff rather than using proxies. This happens IN GAME as you play the character.

Dark Archive

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I like to write a short scene from the life of the character, to get a feel for their 'voice' and what sort of event(s) might have shaped who they are, or wish to be, or wish very much NOT to be. It doesn't have to be a big action piece, and, indeed, rarely includes any action at all, but more of 'why is this person not at home, married, running an inn, plodding towards the next status bump in their guild/temple/academy?' type of stuff.


I draw a picture of a new character. By the time I spend a couple of hours with pencil, colored pencil, and ink, I know pretty much everything about them.


there are many ways to get to the same place.
The key is in writing down specifics (hidden or revealed) so that the characterization remains clear, well defined, and with some structure or model so anyone can figure it out.

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