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repentingrph · 5 years
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Creating Atypical/Original Characters
In my personal experience, it shocks me how many times I go into an RPG and see a vat-full of sarcastic "too-cool-for-school" type characters. One or two is more than enough to fill that quota, but the last RPG I was in, I'd say about 80% of the group were just that. I get it, though! We all secretly want to embody that vibe. The cool vibe of IDGAF, where you can say anything you want and be praised for it. Let me tell you, though, if those are the only characters around, you're going to wind up with annoyed players because there's always going to be that one person that's going to compete for the top-dog spot of the MOST sarcastic and MOST IDGAF character of all time. It's not cool.
So! I introduce you to alternative ideas or at least the process to your own alternative ideas!
Me? In spite of what I just said, I love those sarcastic bastards with all my heart and I have a few of my own. However, if you really love that brand, give them depth! Do NOT make them be a one-note. With that said, the go-to is adding in a tragic past like someone died. When I say depth, I mean in terms of personality, not just backstory alone. This is where we are going to start with creating our atypical/original character.
PERSONALITY
1. Find your dominant personality trait, and then sprinkle in some undertones.
Let's say you're going for someone who's outgoing. Are they going to be bubbly sunshine or talks just way too much, making inadvertent awkward conversation? Just because you choose one path does not mean there is only one way to travel down it. You can have someone who is outgoing but also terrible with social cues. They could have a good heart but they also make people cringe when they see them coming their way, and I find that beautiful. Mix it up! Sometimes throw in contradictions that shouldn't work, but somehow do. Why do you think anti-heroes are a thing?
2. Set a moral compass.
This is something I always think about when I'm creating my characters. On a scale of Ted Bundy to Mother Theresa, where do they fit? Sometimes it's not even as clear cut as that either. I have one character who is an absolute monster, a total sadist and manipulator, but he has an odd sense of civil justice. Characters, like people, will probably have a gray area somewhere in their moral compass. Tap into that, explore it. It can definitely shape their personality. Why do they think that way? What are their boundaries? How do they justify what they do? Are they a hypocrite? If you're creating a murderer, are they really executing it personally or dictating that someone should be killed? Would they have the moral backbone to do it themselves?
3. The Scales.
Humanity boils down to a few scales, in my opinion. You have intelligence, sexual/romantic prowess, class/manners, and temperament/stablity. For example, I have one character who is very book smart. He is mediocre in common sense. He is asexual with repulsion towards it, but he's an awkward romantic. He is highly well-mannered in a Victorian-esque way. Temperament-wise, he can be irritated but usually cowardly.
Some of these may sound as though they overlap, so think of it like this:
Intelligence is self-explanatory (and if you break it down to three sub-sections of book-smarts, street smarts, and common sense, it helps even more)
Sexual/Romantic Prowess is more or less like the sex-drive or the kind of forwardness they would have. Think of it as a scale from a prude to a professional and experienced escort. Even if your character is asexual, are they still flirty or are they reserved?
Class/Manners is related to how they present themselves. Are they crude or are they refined? You can have someone with a filthy mind actually be incredibly cultured, charming you right into their pants. On the flip-side, you can have someone super reserved with the crudest sense, cursing under their breath with words that'd curl your hair or eating with their unwashed hands. Uhg.
Temperament/Stability is more of an anger test. A good litmus test would be having your character stub their toe. Do they wince but move on after a moment? Does it bother them at all? Or do they fucking flip the goddamn table and yell at it for just existing? Think about how volatile they are or how utterly zen-like they are. Just like I mentioned before, you can have someone that is super crude be really chill. You can also have someone with fantastic class be ready to blow your head off. It's just all in how you play them to show that.
Remember, if you think of more scale-types, go ahead and add them! The more you expand, the more unique they will become! The ones I've listed are just the main ones I immediately go to.
BACKSTORY
I think all of us (and I am particularly guilty of this) tend to favor a dark backstory for their characters, and it usually revolves around some kind of deep, personal loss. There is nothing wrong with that, but it can be repetitive if it's something that frequently pops up in your character portfolio.
1. Try not to kill anyone.
Killing NPCs off is so damn easy. Having a hard time thinking of their family? Kill them off when they're too young to really remember them. Boom. Problem solved, right? Yeah, but then what? Now, I love a good orphan, self-made character. Love them to *bits* (especially since I have one of my own), but let's try something different if you've already done that. Why I say this is not only to deviate from the typical but also to put something away for the future. When you lose your muse, hit up that little bank of family ties. Once you've killed them off, there is no taking that shit back unless you have an elaborate plot about them faking their death. Maybe keep them around instead. Give them a strained relationship. Keep only one in the picture. How about an overbearing relationship, where they just love them way too much and still cry whenever they call them up? Are they an only child? The favorite child? Did they find another mom/dad replacement as years went by?
2. Create a different bad experience.
I can't help it. I'm a sucker for dark backstories, but we're going to keep going with the first suggestion and not kill anyone. Instead, we're going to focus on other solutions. Could be criminal, or personal, or even stupid but with meaning to your character. I don't know if anyone remembers Courage the Cowardly Dog, but there was an episode of a whale that was so hell-bent on revenge, and do you know what he wanted revenge for? For some guy cheating him out of his favorite accordion in a poker game. That shit blew my goddamn mind as a child, and as you can tell, it still blows my goddamn mind today. That's the kind of backstory shit I can get behind and make me want to learn more.
3. Look on the bright side.
So, enough about those bad memories. Maybe your character had a charmed life! Oh, how I hate that nice characters somehow equal boring characters to people, and this would be the same to backstories. Nice backstories don't have to be boring. Your character could have won the fucking lottery. They could have been class president by releasing an unhinged scandal against their opponent without remorse. They could be just lucky, which means that luck can definitely change when you play them. Also, as a bonus, how would they even handle a downfall when they've never experienced it before? What kind of dramatic fucking character arc could they fall into? Sign me the fuck up.
GENERAL ADVICE/FINAL NOTES
1. Every character should be forged from a part of your soul. Forget about the term self-insert because if you don't feel a personal connection to your character, that character has no life. End of story. You're playing an asshole? Don't tell me you've never had a terrible thought in your mind before, just funnel all of that into them. Any aspect of yourself that catches even you off guard is something to tap into and run with.
2. Look back at those that you've already created and see what you're missing. I do this all the time. I usually oscillate my moral compass between the wretched and the innocent just to keep myself in balance. I try to find something I haven't tried before and then build on it. If you have a ton of bubbly characters, try someone emo. If you have a ton of moody shits, go for the flower child.
3. Everyone creates their character from a different building block. Some will start off with an FC. I start with personality usually. On occasion, I will also start with a profession. This is especially true when I see an RPG I love and try to find my little niche to settle into. Go through masterlists like [x] or [x] that can help mold your muse into something that has your own spin on it.
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