[Twilight Time] Creating a 3D Skeleton
Heather Grove
heather at burningvoid.com
Mon Jun 24 10:18:05 EDT 2002
June 24, 2002 - Creating a 3-Dimensional Skeleton
Volume 3, Issue 9
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Good morning!
We didn't post quite as many articles as usual this last month, but
hopefully you can forgive us. It's beautiful and sunny, and the
intermittent problems we were having with our net connection inspired
me to take a bit of a break. I'm still playing around with stuff in
the interests of overcoming a bit of writer's burnout, and I think I'm
finally getting somewhere. So hopefully you'll be seeing more articles
real soon now.
In the meantime, we've discovered that the best ice cream shop in the
world is right up the street from us. Gazillions of very creative
flavors, nice people, and huge serving sizes! Our weekend search for
RPG shops was a bust, however, so we're still stuck with buying
online. I guess you can't have everything, huh? But then as long as I
can look over to the desk on the other side of my office and see one
of our cats chewing on the yellow paisley plush Cthulhu doll, life
must be good. :)
Have a great day,
Heather
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Creating a Three-Dimensional Skeleton
We've talked a lot in previous issues about creating three-dimensional
characters with depth and background. There are a number of advantages
to this sort of character creation, but there is also one potential
drawback. If you're playing in a high-death game, where there's every
chance that your character will get killed off after just a few weeks
of play, you might not want to put so much effort into your characters.
Why put all that time and effort into details that you'll never get to
explore? Why get interested in and attached to the character if he's
just going to get himself shot in a few days?
Does this mean that you have to create boring, one-dimensional
characters for high-death games? That you can't create interesting
character background for these characters? That you can't have all the
benefits you get out of in-depth character creation?
Not at all. It just means you have to do things a little differently.
Instead of creating a full, flesh-and-blood character, you create a
three-dimensional skeleton instead - something you can hang a few
scraps of flesh on now, and fill out later if he manages to survive.
Bones
First you need the very basic stuff, the kind of things you really
can't have a character without:
* All the statistics appropriate to your game, of course.
* A name really does help too.
* A brief explanation (at least one line) of any unusual quirks,
flaws, merits, advantages, disadvantages, etc. that you might have taken.
* The names and/or occupations of any contacts or allies you might
have.
This is the kind of stuff you can write down in about 15 minutes of
quick thinking (except perhaps for the statistics - how long that
takes depends on your game's character creation system).
Cartilage and Ligaments
Next you need a few things to hold those bones together. Consider
writing maybe one page (or at least a few paragraphs) of character
background. This is the minimum of details that explain your character:
* Who is your character?
* What does she do for a living and why?
* What training has she had?
* Who and what is important to her?
* If you have a specific character "concept," what is it?
No need to go into reams of detail here. Just the basic facts will
suffice (and perhaps a few plot hooks).
Scraps of Flesh
This is the important part, if you're interested in making use of the
benefits you get out of a three-dimensional character. While you don't
want to fully fill out your character, you do need a few scraps of
flesh to hang on the bones and expand on later - assuming your
character lives for a while. I've described this method once before
when discussing ways to make non-player characters (NPCs) interesting
with just a few details. I called it the Bright Spots of Detail method
of character-building.
The basic idea is this: pick a few bold, bright, interesting, exciting
details to give your character. These are quick things that you can
describe in a sentence or a short paragraph, but they should be
interesting enough that they obviously have *potential* to them. In
other words, it's easy for you to see how you might expand on these
things later. They have a certain energy or excitement to them. They
inspire you and give you ideas. They provide plot hooks that the game
master (GM) can choose to make use of.
If you need a little help coming up with these details, then consider
answering a couple of questions from one or both of the following
articles:
Bright Spots of Detail and NPC-Building Questions:
http://www.burningvoid.com/users/heather/roleplaying/Essays/npc-questions.html
The Player Character Questionnaire:
http://www.burningvoid.com/users/heather/roleplaying/Essays/pcquestions.html
Knitting Flesh
The real trick is this: the longer your character lives, the more you
can flesh out these details and expand on your character concept and
background. Thus the amount of effort that you put into the character
ends up being directly related to the length of time that the
character gets to exist within the game. The longer the character
lives, the more complete and full a character you have. If the
character dies after a couple of sessions, you didn't have too much
effort invested in him.
Pick out a portion of your character background now and then -
probably after every one to three game sessions. Think about it a bit.
Come up with some of the details you left out before and expand on it
a bit. Think about how it affects your character's life. Flesh out a
contact your character has, or a friend. Detail some past event that
had a strong effect on your character's life.
If you don't feel like expanding on something you've already written,
then come up with something new. Go back to those questionnaires and
answer another question. Come up with a childhood friend for your
character. Detail a hobby your character has.
Obviously you don't want to use this to slip things past your GM once
the game has started, and it helps to have his permission and/or
assistance in this process if there's any chance that what you're
doing could affect the game. Show anything you write up to your GM and
make sure he's okay with it.
This can be a great way to create interesting characters for
high-combat games. It doesn't require you to waste lots of effort on a
character that won't last, or to invest time and interest in a
character you'll never get to explore. But it does allow you to create
characters that will have some depth and complexity to them, bringing
you all (or at least most) of the benefits of a traditional
three-dimensional character.
Related articles:
Three-Dimensional Character Creation:
http://www.burningvoid.com/pipermail/void/2001/000025.html
What's Your Opinion?:
Comments on this issue's topic? Suggestions? Tips? Special topic
requests? Drop me a line at (heather at burningvoid.com). If I pass any
of your suggestions on (either through the newsletter or the RPG
resources page), I'll attribute them to you. Be sure to tell me if you
don't want me to use your name and/or comments!
Next Issue:
Coming in just a few weeks (mid-July).
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SITE UPDATE:
Burning Void Roleplaying Resources:
http://www.burningvoid.com/users/heather/roleplaying/resources.html
http://www.burningvoid.com/users/heather/roleplaying/Essays/fanthorror.html
Mixing Fantasy and Horror in Roleplaying Games
A few questions answered on handling monsters, treasure, magic items,
and spells in a fantasy/horror cross-genre game.
Burning Void Writers' Resources:
http://www.burningvoid.com/users/heather/writing/resources.html
http://www.burningvoid.com/users/heather/writing/ms/essay/burnout.html
Recovering from Writers' Burnout - Steps to Happier Writing
If you're feeling a bit burned out on your writing, perhaps we can
help you regain your enthusiasm once again!
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ANNOUNCEMENTS:
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ShoreCon2002: October 10-13, 2002
At the Cherry Hill Hilton, Route 70, Cherry Hill, NJ
One of the largest Gaming conventions on the East Coast
RPG's, Miniatures, CCG's, Board Games, and The Cherry Hill Experiment
http://www.completestrategygaming.com/
Guests include Author Elaine Cunningham
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