Making Interesting Characters (Discussion) (Full Version)

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TJByrum -> Making Interesting Characters (Discussion) (5/7/2013 20:57:55)

We can all make a character, but not everyone can make an interesting character.

I've no room to speak, if anything I have made very uninteresting characters. But I think I know my problem: I make very generic characters with little to no originality.

Everyone has inspirations, even original characters can have some sort of inspiration, but I go to far. I'll end up making a standard run-of-the-gun Roman Legionnaire, with a Roman name. Or a Viking Raider, something like that - never anything original. And it is usually in fads; if I play Rome Total War, I'll make a Roman-based character, and if I play Assassin's Creed, I'll end up making an Ezio-like character. But I'll to be a bit more original in the future, try to inspire myself from my mind rather than my experience.

Next is my history. My histories are always full of boring and rather dull lives. Many of them tend to grow up in an unimportant village, serve in an army, and that's it - nothing exactly spectacular about it. However, in the future I will try to work on that.

So how do you try to make interesting characters? I know there is no exact guidelines of making one, I know it just 'has to happen', if that makes sense.




Master K -> RE: Making Interesting Characters (Discussion) (5/7/2013 21:59:33)

I made these guys.

I tend to try and make unique characters sometimes, depending on the RP.
My characters are very vast. I have made a Moglin Assassin, Card Master Joker, Half Dragon Teenager, an Animated Stuffed Doll Man, a Preteen White Mage, a Draconian Assassin, a fire crazed and devastated sixteen year old, and more. I tend to make history short as well. Unless I want them to have a soapbox past, it tends to be generic.

Moglin Assassin: Well of Memories RP ("I will cut you")
Card Master Joker: ...Never used...
Half Dragon Teen: Dark Descent (Fan favorite, Lol)
Stuffed Doll Man: Dystopia (Stitches and stuffing!)
White Mage: The Arena Challenge ("Excuse me, I'm reading.")
Draconian Assassin: The Assassins Guild (Perky Blondes and Bratty Girls, oh my!)
Fire Crazed 16 Yr Old: The Elemental Championships 2012 (Stupid Griffins...)




Isis -> RE: Making Interesting Characters (Discussion) (5/8/2013 0:33:47)

These would be great topics for further discussion in our channel on the IRC. Just saying ;) I know it's time-vacuum for some.

Hmmm, lemmesee....

Lazy listing time:

A Dragon (and her rider)
- Dragonriders of Darkovia

A Dioexen (metamorphic flame cat / girl on fire)
- Hunting the Blaze

A lowly Rogue I reincarnated into a Doomknight for use in another RP (named after mama)
- R: The Spring Tournament and Welcome to the Clubs!
- DK: The Dark Descent, First Edition

A band of men, one of which was actually a girl (Meteor Hammer!) (NB: No, Texyl wasn't the girl, lol)
- Welcome to the Clubs!

A Cryomancer-in-training and her demonic Familiar (very short lifespan[X(])
- Resurgence

An avatar of the Dream Deity (ditsy goddess)
- The Society 9

A Fox-woman who wove soundwaves into spells by accessing a restricted level of the arcane (magical gypsy)
- The Weavers, Part One: The Summons

A Word that escaped from the Dictionary (capricious jester)
- WaWiaPoW: Words and Wordplay in a Play on Words

These are my most peculiar darlings.

To create a wholesome yet bizzarely different character, I need a good base in storyline and concept. Having a great cast is also key. Productive interactions with the environment and other characters really build towards good development 'off the page', letting me flesh out and elaborate on those nuances that cannot be sufficiently explained in a bio' - "showing over telling". For most of the characters above, how I imagined them to talk and act were accentuated by IC contributions from other roleplayers, improving and giving more meaning to my portrayals as they helped me understand how that character works in 'reality'.

I view it as a growing process. The character biography is the first step; it sets the tone and serves to let others know what they are, what they can and cannot do, where they came from, etc. Every step after that - conversations, battles, milestone events - enhances 'who' they are. Actually coming up with an oddly unique concept for a bio' is a very random process. To reiterate, it is mostly dependant on what the RP offers and limits. Sometimes I'll insert a small piece of my own experiences or personality into a bio', which either aides how I convey certain character ideals or challenges me to take something familiar and mess with it in a creative way.





Ted Zlammy -> RE: Making Interesting Characters (Discussion) (5/8/2013 0:45:19)

When I try and come up with a character, I have a bit of a system. I take a look at what type of world the RP is set in, than come up with a simple character type that might work first. Like how one might make an elven ranger or what not in a run of the mill fantasy world. Than once I come up with a character type, I pick a random name and gender, than work backwards up from how most sign ups are made. I'll insert the abilities/weaknesses of the character, than their history, personality, gear, appearance and lastly age. Plus maybe race if I forgot to insert it after choosing the name and gender if it applies to the RP.

As I work up from this order I tend to stick to cliches, but work in odd/different things into them/to get to them. This elven ranger for example. Let's say the cause of him getting into nature wasn't because he was a hippy, but his fabulous hair salon got burned down by orcs and was forced to become one with nature. With weird history bits you might be able to add some skills/inventory items/personality to a character type you wouldn't usually expect. This elven ranger is now a fab man (in both appearance and mind) who can take out a running deer by tossing scissors at it's eyes, and than give someone the bested hairdo ever.

Also, I don't really mind "uninteresting" type characters as long as the creator pulls them off well. If someone can pull of your run of the mill snobby noble that's really full of himself awesomely, it's interesting to see how the party reacts to it.

As for characters I've made, I have made a few odd ones. I've created a traveling performer and entrepreneur with metal magical hands with an ego the size of a kraken, as well as a sadistic cloud of sentient air that enjoys strangling people by using the airtight bodysuit it resides in. Currently I submitted the bio of an orc that is a few pieces of clothing away from wearing a clown suit over it's steel armor, and is armed with a chainsaw sword in the step 1 of the academy. I somewhat doubt he'll pass through, but it was fun making an orc called Mr. Buttons all the same.





Legendium -> RE: Making Interesting Characters (Discussion) (5/8/2013 1:21:12)

Most of my old characters have been unoriginal, urban fantasy kinds of characters. Paladins, knights, grumpy wizards; that sort of thing. But Recently I've been trying to branch out in creativity. If I make a knight, I'll go into far more detail. I'm probably still going to make a knight somewhere in the new RP Boards (Because what's an RP without a knight?), but I've started looking towards other cultures now, since I started playing (or rather, watching let's plays of) Assassin's Creed 3, I've been thinking of using cultures that don't get much attention; i.e. Native Americans. I've got an idea for a character who should be a very nice addition to any RP.

I tend to stick with humans as well, but I'm thinking of making a character which isn't even humanoid. A talking griffin, for instance. In general, original characters don't really need to be truly original. You just need to steal from a little known culture, mix and match some, add a bit of yourself to it, and poof! Originality in a jar.




TJByrum -> RE: Making Interesting Characters (Discussion) (5/8/2013 8:56:42)

Another thing I find important about characters is their personality and how well the RPer can pull it off. If you make a grumpy old wizard who hates youngsters, then it is important to show that in the RP.




Eukara Vox -> RE: Making Interesting Characters (Discussion) (5/8/2013 11:16:56)

Creating Characters

To be honest I cannot begin to tell you how I do it. I look at a story or an RP I am about to engage in. I look at what I have to work with, then come up with a name. And it all just flows from there. In bits and pieces or all at once. Sometimes, the entire story, like for Go'Alle, just hits me. Then with some, like my namesake in AQ, evolves the more I write her.

https://sites.google.com/site/dragonflycourt/encyclopedia-of-personalities This is a listing of the characters I have played or am playing. I haven't finished the list, obviously. But, I've been told I can come up with some pretty good characters.

I think part of the reason I am good at it is that characterisation is the most important aspect of writing I hold to. No story is worth reading if you cannot relate to the character, and feel as if you could take his or her place. The character is everything to the story. His or her development, personality, struggles, triumphs, social interactions, scruples and convictions... they all are important. Leaving any of it out is character suicide. If your character isn't complete, individual and identifiable, then in my mind you have failed.

Characters must be realistic. They must have quirks, issues, problems, imperfections, fears, self-doubt, anxiety, mental anguish, emotional weaknesses. They must. If your character never has trouble, or can just bounce back from hardship with no repercussions, you've broken every rule in the book in RP and Writing. We are flawed humans. So must our characters be.

Everyone can write the good, the hero, the wonder boy or girl. Everyone can mary sue/stu their character to death to achieve the "perfect" storyline. But, what we want isn't a perfect storyline, what we want is one that we care about.

I think every character I have ever created has some aspect of me in them. Sometimes, it is a trait that I cannot stand. Sometimes, it is one I wish was stronger. And rarely, I will create a character that has some of my more positive aspects. My namesake has both, and is probably one of the truest characters that resemble me.

Go'Alle? She represents to torn nature I have within me. The secular world and the spiritual world I fight on a daily basis. She is like my personal struggle to live in this world, but also try to maintain my faith the way it should be. The way I want it to be.

I can go down the list of my characters and tell you why each one means a lot to me, and what part of me is written into the character. I can't help that. It just happens. My story and book characters are the same. I cannot escape my characters.

Or is it, they cannot escape me?




Legendium -> RE: Making Interesting Characters (Discussion) (5/8/2013 15:42:52)

@Eukara

You certainly can come up with a good deal of amazing characters. I don't usually tend to make such concrete characters for RPs (Or at least, in the old RP boards I didn't.) because RPs tended to fall apart fast, and I didn't want to lose a lot of work due to inactivity. It's different when I make a character for a story that I and only I control. Like the one I'm writing in the L&L now. (Note: My L&L story will not be recognizable when comparing the end of it (which I have planned out) to the current state. So don't go saying my character seems like a paper cutout until I say you can.)

quote:

Characters must be realistic. They must have quirks, issues, problems, imperfections, fears, self-doubt, anxiety, mental anguish, emotional weaknesses.


This. It applies to every last single aspect of creating a character, from history to combat. (Speaking of combat writing.... Link1 & Link2.) Small things make things real. Like with visual art. It's the little details and shadows that turn a stick figure into a 3D model.

I never really bring aspects of myself into my characters, because that would make for a pretty boring character. But I suppose I could find something.




Starstruck -> RE: Making Interesting Characters (Discussion) (5/8/2013 15:48:21)

I tend to start with a concept, then name the concept. After I name the concept, I create a history. I love writing the History because it allows me to understand my character much better than if I ignored his or her past. The only exception to this rule is found in my own RP (IRONY ALERT WEEOOWEEOO), WaWiaPoW. Wa. Weeya. Pow!

I like throwing trite and cliched characters into new, fabulous, original RPs and watching them cope. No, I don't mean the characters, I mean the GM. (just kidding!)

I tend to play to my strengths when using a character, and also do things I haven't tried out yet. It's a fun experience and it really makes me seem like a bit of a dolt sometimes if I don't know what I'm doing (ex: jars calling me out on having a sword sticking out of my flimsy teenage mage's side "and he's going to a.) stand up and b.) play the violin? What are you thinking, star, that is not what would happen"). Fun fact from Micosil: always refer to your bio. It's as much for you as it is for others.




Master K -> RE: Making Interesting Characters (Discussion) (5/8/2013 19:25:05)

quote:

Characters must be realistic. They must have quirks, issues, problems, imperfections, fears, self-doubt, anxiety, mental anguish, emotional weaknesses.


Except, don't go overboard. Nobody likes a Sympathy Sue, who's designed to one up all your characters problems, be anguished all the time, have a tragic backstory filled to the brim with love, loss and death, and mooch off of feelings of pity and compassion.




Eukara Vox -> RE: Making Interesting Characters (Discussion) (5/8/2013 19:26:12)

I find many people do shy away from concrete characters when RPing, but I just can't. I must have a fleshed out character, so that I am completely that character when I play. If the RP fails, that's fine. I still have my character. Perhaps my inability to put away a character that cannot "play" due to others is at fault. I try not to let my characters die with an RP. I always have it in the back of my head that there is life after RP for me and my characters.




TJByrum -> RE: Making Interesting Characters (Discussion) (5/8/2013 19:32:35)

Thanks for the links Legendium, looked interesting, will look over later.

We should have a Bio Rating thread. I don't mean a place to store bios (which you can find here: http://forums2.battleon.com/f/tm.asp?m=21244585 ). I mean like a place where we can go and post legitimate bios (or bios to practice) in a thread and have a team of guys and gals who review them and tell us everything we did right and did wrong.




Gianna Glow -> RE: Making Interesting Characters (Discussion) (5/8/2013 20:16:03)

I think a rating thread would be too much as these characters are people's hard work. Maybe a "bio help" thread would be better, for those who want to work more on how to create better characters, rather than changing or rating their current ones. It would leave people on a more equal level instead of potentially (and accidentally) putting certain people's bios on a pedestal due to "high ratings", which isn't fair or what RPing is about. However, a thread to help create better bios? That would be a much more positive take on it.




Eukara Vox -> RE: Making Interesting Characters (Discussion) (5/8/2013 20:16:22)

quote:

Except, don't go overboard. Nobody likes a Sympathy Sue, who's designed to one up all your characters problems, be anguished all the time, have a tragic backstory filled to the brim with love, loss and death, and mooch off of feelings of pity and compassion.


If you are being realistic, you won't do this though. That's why I emphasised realism.




Ted Zlammy -> RE: Making Interesting Characters (Discussion) (5/8/2013 20:25:48)

@TJByrum & Gianna Glow

I think a mix of the two would would actually work. By that I mean a bit of a critique thread where people can give their thoughts on posted bios, and how to possibly improve it.

Speaking of combat that Legendium brought up, I've realized I haven't really been in much fighting scenes honestly. RPs tend to die before a good fight usually, so I'm not too sure about my writing skills when it comes to combat. So, would a "practice" duel topic be odd here on the forums? Or would it be wise to wait for an RP reaches the point where a brawl occurs? Although, I'm somewhat getting ahead of myself. Still gotta get a bio accepted. Hehe.




Vanir -> RE: Making Interesting Characters (Discussion) (5/8/2013 20:27:15)

When I go to make a new character, I first think of an idea that would be really fun and unique to use. Than I think of how to manifest that idea into an understandable format for other people to enjoy. I also think about what elements I like the most. Not just the elemtents like ice, water, earth, light, ect. but the elements of a character. Then, my current interests are added in, though sometimes it works backwards. My characters are usually not human, being of some other race of creatures. My first character was a Tree, my second was a Sand Elemental. I have also played as an accidental Drakel Cryomancer, a scarecrow (my favorite), a transparent, anthropomorphic bug.

I also love (@Legendium) Native American culture. The character I created for the Acadamy reflects that. And that bio (somewhere on that page, just scroll all the way to the bottom) also shows that the original character I think of may not actually make it through the long pilgrimage through my cranium and into the keyboard. I originally started wanting a Celtic Druid type of character, and it turned into far more resembling Native Americans. I intend on somehow interweaving the two very different worldviews and spirituality.

I am also terrible at describing fight scenes, something I wish to improve. That could be another reason I side with magic/mindpower over steel/musclepower.

Actually, I have just found most of my old Bios! That makes me a very happy Vanir indeed.
Edit: Now after reading them, I'm dissapointed in myself. I hope my writing has gotten better, these old ones are very dry and poorly written.




TJByrum -> RE: Making Interesting Characters (Discussion) (5/8/2013 21:31:37)

If given the right character and opponent, I believe I could make a good fight scene, whether I win or lose. In fact, check this out:
http://therpacademy.forumotion.com/t33-zimon-vs-edward-vamilac

I wrote that in May of 2011 (for some reason it feels longer) on how I could possibly defeat Edward Vamiliac, who was by far much MUCH stronger than my character.

Also, feel free to browse those forums. I have MANY ideas there in the General Discussion area...

EDIT: The tension building up between Zimon (me) and Edward (forgot his name, but he RPed here actually!) was so great and both of us were anticipating the meeting and ensuing brawl... oh my gosh! If only I could find out who that was I would totally ask him to help me draw out the fight!

EDIT: Interestingly enough, it was MECH BOY OF DOOM... His bio for Edward (as well as where mine can be found) is here:
http://therpacademy.forumotion.com/t26-rp-terres-rebirth





Terraminator -> RE: Making Interesting Characters (Discussion) (5/13/2013 11:13:12)

When making a character, I always try to think of something that hasn't been done yet. Something uncommon, yet not unbelievable within context. For example, there are plenty of thieves looking for treasure and warriors avenging loved ones, so what hasn't been done yet? I tend to be really fond of younger characters, so I create many characters in their early teens, or ones that are child-like in personality. It's sometimes good for some humor and to deflect from all the melancholy that usually takes place in an action RP. Aside from that, I have to choose where my character stands. Is he or she a sad character? Do I want them to be mysterious, happy-go-lucky, funny? That can really impact the choices I make further along.

Sometimes I even go on image sights and look through pictures as inspiration. If I gather some photos I like, I'll create a quick backstory or personality for the character in that picture. That's how I came up with my character Avis. I also like to create playlists for all my characters, or just base a personality off of one of my favorite songs.

Sometimes I find myself wanting to make a "pretty" character. It can be cliche, though, for every character to be beautiful or handsome. It can be good to have some abnormal looking characters or even ugly ones. It makes it more realistic.




dethhollow -> RE: Making Interesting Characters (Discussion) (5/15/2013 12:47:10)

I think the best way to make a character intresting is by having a good starting concept and then judging how the world of the RP would effect thier mentallity. Maybe it's just me, but I usually like to give my characters unconventional abilities and see how it can be justified within the way magic works. Keep in mind there's a difference between justifying something and bull-crapping it. Like, for example, if your character can create sentiant flames it would be justified if it was a process of soul-extraction similar to rare fire-based necromancy with a seperate container. But if you were just like "he creates life" then it doesn't make much sense.... I guess the difference is in the small details and if they make sense. Also, note to self, make a fire-based necromancer... I kind-of get sick of seeing darkness-based ones or people try to be different for the sake of "darkness doesn't = evil" and go light or something.

Good gosh, this is turning into a rant.... Anyways, so say you've got your fire based necromancer. That's all you have to do, right? WRONG! There's details, backstory, and personallity in just that ability alone. You just have to know how to look at it and ask why. Why would they choose something so out of the way abnormal? Were they a fire mage before deciding to learn necromancy and just went with it because it came easier to them? And, if so, why did they want to learn it and what does that say about them? Did they lose someone or did something happen that gave them an urge for power? Did they want to make someone really suffer but found out they were already dead?

Just in one sitting typing that stuff out and asking questions I already have a solid concept, at least 3 or 4 seperate possible backstorys that tie into it. Someone who's motivated by love, a heroic or sadistic desire for revenge, greed for power, or power to protect people. Each could heavilly influence his personallity in a positive or negative way and that's without even taking the world into account, just from the concept. Not to mention what that one ability could say about thier appearence. Maybe they messed up a few times and were burned? Also, I doubt they would be running around in anything that's TOO flamable if the fire-undead ever got out of control or anything. All this stuff really comes together when you consider a character concept and, if you're good, can really form a solid story just through their imagery and personallity.

Also, the allignment chart. Throw it out the window. It makes absolutely 0 sense at all and will only screw your characters up. Especially as far as thier motivation goes since who the heck sees themself as evil/neutral? That's one of the big traps RPers have to be careful of.... No one really wants to watch Dobby the evil black-robed wizard who messes with people because of his allignment and has no real motivation. Or Gary the Neutral guy who just actively hangs around people to stop fights. There has to be some motivation and if it doesn't make sense, it's not going to work because people can smell bull-crap a mile away.

/end random tangent




Eukara Vox -> RE: Making Interesting Characters (Discussion) (5/15/2013 15:05:09)

Heh, I have never acknowledged the alignment chart in my creations. If it were up to me, it wouldn't exist for anything. Just like TVtropes, I feel such things like alignment charts are the lazy person's way of doing things. "Here, let me let someone ELSE do the thinking for me so I don't have to put any effort forward."

No character is truly evil, nor truly good. Everyone has their good parts even if small. Likewise, a goody toe-shoes isn't always so goody when you start looking deep. Realism takes the alignment chart and stomps on it, lights it on fire and defenestrates it so no one has to look at it again.




TJByrum -> RE: Making Interesting Characters (Discussion) (5/15/2013 19:22:46)

To me Good and Evil (and Chaos and Unity) is like being Republican or Democratic. It's a matter of perspective. Although some people can be brutal, harsh, and overall complete monsters.

But one faction may be trying to conquer the whole world, and killing/enslaving those who do not comply. Sound evil? Well what if the goal was to unite everyone to prevent future wars and conflicts? No division of nations = no wars.




Vanir -> RE: Making Interesting Characters (Discussion) (5/15/2013 19:46:18)

^^ But also, an evil person does not think of himself as evil. I don't like how in many games you have to choose Good or Evil. Well, would anyone actually call themselves evil if they want to justify their actions? You could have tricksters and harashers that might call themselves "evil." To truly be evil, one must do evil but believe they are doing good.




dethhollow -> RE: Making Interesting Characters (Discussion) (5/15/2013 20:10:47)

quote:

Just like TVtropes, I feel such things like alignment charts are the lazy person's way of doing things.


My thoughts exactly. To be fair, there have been some really messed up or sadistic people who do things because they want to undermine society or something. But they still have some kind of reason to think that way or some kind of mental trama. It's not like something you just wake up and decide.




Lord Darkblade -> RE: Making Interesting Characters (Discussion) (5/15/2013 20:12:33)

Starting to get a bit off topic in how to consider good and evil/lawful and chaotic, aren't we?

I'll just say my process for making [sarcasm]very original[/sarcasm] characters, most of my characters I make are just templates with major/minor differences between them, same name and slightly same appearance, different personality and abilities. But, to me, the abilities show their personality/background through, explaining why he has them, was he forced to learn it, did he choose to learned it? These are the questions to ask when making abilities to me, you then create the backstory from there, unless you already have the backstory. The personality is what dictates the abilities, and somewhat of family heritage.





Legendium -> RE: Making Interesting Characters (Discussion) (5/16/2013 1:00:28)

quote:

Starting to get a bit off topic in how to consider good and evil/lawful and chaotic, aren't we?


Nonsense. Character morality/motivations are a fundamental part of interesting characters. Knowing how to make good motivations helps in creating interesting characters in the long run.

quote:

Just like TVtropes, I feel such things like alignment charts are the lazy person's way of doing things.


Can I quote you on this? Just to annoy someone? Tvtropes, I will agree should have no place in the RP world. But the alignment chart is good for RPs. Just not the kinds we play. The aligment chart is great for D&D, I think.

As to the Evil/Good discussion, I'll say this. No person is evil. Their actions are evil.

I've recently been creating a character who lives in Westeros, from A Song of Ice and Fire, and I have to say, all the knightly houses, titles, politics, war and such can really turn a "boring knight" into a really interesting character. I'd love to find an RP where Ser Renly Stratos could fit in though, because he certainly wouldn't fit in to Lore.




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