Post by Gravedust on Jun 11, 2010 21:06:16 GMT -8
Before you can begun play, obviously you'll be needing a character... This section and the next several will cover coming up with a character and how to prepare it for play.
The Setting
The first thing you'll be doing is making a character, but first you ought to know a little about the world. The background will be worked on in much finer detail later, but for now here is the main gyst:
It's a steampunk world, sort of 1900's technology carried way too far. The primary method of transport is flying steamships. The world has an ungoverned, sort of wild-west feel to it. There are a few large world powers that keep the order within their own borders but mostly the world is an unclaimed place where you can make your own rules, and if you've got the guts and the guns you can take what you want.
The game centers around a group making their way through this world. There will be nobody forcing the players to be good guys or bad guys, each has it's side. While a lot of the action may revolve around the airships, not all the action will be there. There will to be many times when the characters disembark and handle things on the ground as well. Likewise problems won't always be solved with combat; there will be times where diplomacy may be needed. There ought to be room for any type of character you want to play, from engineer, to tinkerer, to mercenary, to background schemer and manipulator.
The idea
The first thing you should do is come up with an idea for a character. Someone you'd enjoy playing, first and foremost. If you know there's a particular role your want your character to play in the game ( say a mechanic, a swashbuckler, a charming rogue, etc,) find a way to work that into their personality or background.)
Give your character at least 1 long-term goal. This isn't required, of course, but it gives the character a direction and a story and can help be a motivator for his or her actions. In short I think it makes roleplaying easier. An example of a long-term goal would be to perhaps find and reunite with a loved one, to confront or kill a hated enemy, or maybe to simply get the most enjoyment out of life before they die. As the GM I'll try to work your character's personal story into the overall plot, somehow or other.
Once you have your idea firmly in your head, write a short description of your character. I find it's most useful to include:
• Appearance (You can use a photo or drawing reference if you like)
• Demeanor (Are they usually calm, anxious, jittery, sarcastic, affable, etc, or how they might react in common situations.)
• History (notable events that happened in the past. As the world doesn't have a defined setting, feel free to make stuff up. )
But you can use any form you're comfortable with.
Alex Windlee
Experienced mechanic and part-time pilot
Appearance
Alex is a stout-looking man of around 26, with sandy blonde hair that he usually keeps confined in a short, neat ponytail, often times tucked under his cap while he's working. He has light, curious blue eyes and a strong, somewhat convex nose, offset by a prominent chin. He dresses with a tip of the hat towards the popular fashions of the day but tends to favor solid, durable clothes over flash and decoration. He can often be seen smoking a small pipe, an odd affectation for one his age. His hands are large and heavily calloused, more often then not darkened with grease.
Demeanor
Alex tends to be a bit quiet, saying little that isn't of substance in some way or another. Despite his general lack of chattiness, he is fairly companionable and enjoys the company of others, though sometimes his only contributions to a conversation will be a smile, a chuckle, or an amused grunt. On the rare occasions he does speak he does so in a deep, heavily accented voice. He tends to keep his head in emergencies, always thinking carefully before he acts. He seems to prefer following orders rather than going off on his own initiative, but once he's set on a task he does his unwavering best to complete it. At the helm of an airship he is a rock-solid, dependable flyer, and beneath an engine or some other miscellaneous bit of machinery he is a stoic, patient worker.
History
Alex hailed originally from a small dusty town on the plains, far removed from any sort of action or excitement. And to be honest he liked that just fine. However a years-long drought followed by a devastating fire all but decimated the town where he'd made his home. Realizing there was no way left for him there to help support his extended family, he took it upon himself to leave and find alternate work so he could help feed his kin. Eventually this led to him being a dockyard worker in a far-away port city, and later an amateur mechanic after he took interest in the complicated but powerful machines of the yard. His first ride on an airship however, hooked him entirely. He loved the big machines and how they traveled with such grace. After some additional mechanical training he shipped out and never looked back, other than to send a portion of his pay home each time he could. Gradually he learned to handle the big ships as well, and has slowly been gaining skill at piloting, helped by his intimate understanding of what actually happens inside the ship when you pull the levers and turn the wheels on the control dash.
[/blockquote]
____________________
So there you go. there's a basic character with a defined look, personality, a bit of backstory and a decent goal. (Though the goal is a bit bland, but whatever.)
Now, with all that in mind, we'll work on how to define your character in the terms of the game.
Character Creation - Stats
____________________
The Setting
The first thing you'll be doing is making a character, but first you ought to know a little about the world. The background will be worked on in much finer detail later, but for now here is the main gyst:
It's a steampunk world, sort of 1900's technology carried way too far. The primary method of transport is flying steamships. The world has an ungoverned, sort of wild-west feel to it. There are a few large world powers that keep the order within their own borders but mostly the world is an unclaimed place where you can make your own rules, and if you've got the guts and the guns you can take what you want.
The game centers around a group making their way through this world. There will be nobody forcing the players to be good guys or bad guys, each has it's side. While a lot of the action may revolve around the airships, not all the action will be there. There will to be many times when the characters disembark and handle things on the ground as well. Likewise problems won't always be solved with combat; there will be times where diplomacy may be needed. There ought to be room for any type of character you want to play, from engineer, to tinkerer, to mercenary, to background schemer and manipulator.
The idea
The first thing you should do is come up with an idea for a character. Someone you'd enjoy playing, first and foremost. If you know there's a particular role your want your character to play in the game ( say a mechanic, a swashbuckler, a charming rogue, etc,) find a way to work that into their personality or background.)
Give your character at least 1 long-term goal. This isn't required, of course, but it gives the character a direction and a story and can help be a motivator for his or her actions. In short I think it makes roleplaying easier. An example of a long-term goal would be to perhaps find and reunite with a loved one, to confront or kill a hated enemy, or maybe to simply get the most enjoyment out of life before they die. As the GM I'll try to work your character's personal story into the overall plot, somehow or other.
Once you have your idea firmly in your head, write a short description of your character. I find it's most useful to include:
• Appearance (You can use a photo or drawing reference if you like)
• Demeanor (Are they usually calm, anxious, jittery, sarcastic, affable, etc, or how they might react in common situations.)
• History (notable events that happened in the past. As the world doesn't have a defined setting, feel free to make stuff up. )
But you can use any form you're comfortable with.
[/center][/size]SAMPLE CHARACTER SHEET
Alex Windlee
Experienced mechanic and part-time pilot
Appearance
Alex is a stout-looking man of around 26, with sandy blonde hair that he usually keeps confined in a short, neat ponytail, often times tucked under his cap while he's working. He has light, curious blue eyes and a strong, somewhat convex nose, offset by a prominent chin. He dresses with a tip of the hat towards the popular fashions of the day but tends to favor solid, durable clothes over flash and decoration. He can often be seen smoking a small pipe, an odd affectation for one his age. His hands are large and heavily calloused, more often then not darkened with grease.
Demeanor
Alex tends to be a bit quiet, saying little that isn't of substance in some way or another. Despite his general lack of chattiness, he is fairly companionable and enjoys the company of others, though sometimes his only contributions to a conversation will be a smile, a chuckle, or an amused grunt. On the rare occasions he does speak he does so in a deep, heavily accented voice. He tends to keep his head in emergencies, always thinking carefully before he acts. He seems to prefer following orders rather than going off on his own initiative, but once he's set on a task he does his unwavering best to complete it. At the helm of an airship he is a rock-solid, dependable flyer, and beneath an engine or some other miscellaneous bit of machinery he is a stoic, patient worker.
History
Alex hailed originally from a small dusty town on the plains, far removed from any sort of action or excitement. And to be honest he liked that just fine. However a years-long drought followed by a devastating fire all but decimated the town where he'd made his home. Realizing there was no way left for him there to help support his extended family, he took it upon himself to leave and find alternate work so he could help feed his kin. Eventually this led to him being a dockyard worker in a far-away port city, and later an amateur mechanic after he took interest in the complicated but powerful machines of the yard. His first ride on an airship however, hooked him entirely. He loved the big machines and how they traveled with such grace. After some additional mechanical training he shipped out and never looked back, other than to send a portion of his pay home each time he could. Gradually he learned to handle the big ships as well, and has slowly been gaining skill at piloting, helped by his intimate understanding of what actually happens inside the ship when you pull the levers and turn the wheels on the control dash.
[/blockquote]
____________________
So there you go. there's a basic character with a defined look, personality, a bit of backstory and a decent goal. (Though the goal is a bit bland, but whatever.)
Now, with all that in mind, we'll work on how to define your character in the terms of the game.
Character Creation - Stats