So you’re sitting down or your next campaign. You have a filled-out character sheet, but you’re missing the vital spark, that core concept of who this person is. In the style of RUNEHAMMER’s TTT method, here are the three M’s of character creation, so you can quickly make an avatar that you, your fellow players, and your DM will all enjoy and appreciate having at the table.
MANNERISM
DEFINITION: When my character first appears and starts speaking, what's the first thing that’s noticeable?
EXAMPLE: A distinctive voice. A captivating, memorable visual appearance. A habit. A pervasive personality trait. A battle cry.
PITFALLS: Creating a mannerism that doesn’t jive with the table (horny bard at your middle school games club) or the setting (tentacle-warlock in a pseudo-realistic Roman world). Your mannerism should heighten something that’s already there, not throw in an entirely new dimension or element just for kicks.
MOTIVATION
DEFINITION: What is my character’s most significant long-term goal?
EXAMPLE: “Kill the dragon that destroyed my village.” “Dismantle tyranny when I see it.” “Join the Arcanist’s Guild.” “Learn the language of the Aboleths, who have been dead for centuries.” “Make the world a better place for the next generation.”
PITFALLS: An easily-solved problem. “Get sword from nearby crypt” isn’t good. Think about what you’ll do with it once you’ve achieved your short-term goal. A Motivation has to be either very difficult or ideological.
MYSTERY
DEFINITION: What is something I don’t know about my character’s past, or that hasn’t been explored yet?
EXAMPLE: “My mother’s killer was wearing the same necklace as her.” “The dragon that destroyed my village spouted a cryptic prophecy and scarred me instead of killing me.” “My sword talks to me on full moons.” “I’ve been invited to join the Arcanist’s Guild, who I know very little about.”
PITFALLS: Expecting a certain conclusion. “Oh, the killer was wearing the necklace because they’re both part of the Order of the Silver Tear! It’ll be super cool when the DM takes all of my suggestions to the letter and/or reads my mind. What a splendid mystery.” Give your DM the freedom to develop the hooks you lead in their way, and it will almost always turn out better than whatever novel you’re writing in your head.
Combine these factors for a character your whole table will love. Thanks for reading, and happy gaming.
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