In Season One, Episode Seven, Chad and William invited their wives, Meghan and Christine respectively, to join the podcast with the topic of:
How to help your players build their characters?
- Decide some things before going to your players:
- How much will I require of my players to do by themselves?
- What preparation will be optional?
- Will you use a reward system for voluntary content?
- What will be required to play in the campaign?
- Questionnaires
- Short term hooks and long term hooks
- Background stories
- Pictures/figurines?
- Generalizations are fine. Ask them to draw comparisons to characters in other fiction.
- Are there any specific mechanical instructions need to give?
- Hard cap/soft cap on stats?
- Power/feat restrictions?
- What will players know about each other?
- Give your information/instructions to your players.
- How much information about the world will you share with my players, and what will you share with their characters?
- William - gave rough information on the general layout of a region without much specifics unless the players justifiably knew them.
- Chad - lots of player-specific information that is not supposed to be character knowledge, such as specific demographics, nations and a detailed history of the geography.
- In the dark - the players will be going somewhere new anyway, they'll discover as they go.
- A mix - players will be in someplace familiar with information, but they'll be interfacing with a new geography too. Examples:
- The party has business to do interfacing with another world - like they fey, they have to go back and forth
- The city that appears out of no where, or a civilization is discovered underground or deep in a forest.
- A parallel world is discovered: bizarro world where the players themselves change!
- Make sure the players have time to think about it and take it into account before the first [planning] sessions.
- The player, the party, and the DM collaborate on character concepts, character hooks, and party interaction.
- Two different basic methods:
- Move from individual creation to collaborative development.
- Move from collaborative creation to individual refinement.
- The DM is involved at all steps providing bits of world knowledge.
- Oh, you want to be this? Here's a great way to fit that in to the world.
- So what should the players be doing during the collaborative parts?
- Have players think of two or three (shallow) concepts for characters, they'll chose one.
- The players can bring together what information they wish and share with the other players.
- These can be as simple as race/class combinations,
- or common backgrounds or archetypes (e.g. meathead, scholar, assassin)
- or common goals
- establish personality ties and conflicts
- Perhaps the first campaign session or half of the session is talking only.
- or perhaps this happens on the second campaign, or via email
- By the end, the players should finalize:
- a background
- a list of hooks both short and long term
- their wiki entry? (wink)
- Encounter: The raid on Baron Tornash
- Tee Shirt: Guns don't kill people, Magic Missiles do
- Character Concept: The Last of his kind
- DM Tip: Shuffle the deck, switch players.
- This was an actual three-table Delve at our house one night, DM'd by William, Christine and our most excellent, most now-distant friend Drew.
- Player Tip: Use one of these links below:
- Chad and Ian's Ridiculous Questionnaire
- Character Profile Template
- RPG Character Characterization
- Character Questionnaire Tips and Tricks
- Generic Character Questionnaire
- Questionnaire to Define a new Character
- A character's personal code
- Interview to your character to discover motive
- The 100 Most Things to Know about your Character
- Symatt: Let's get this party started
- eHow's article on How to Create Your Own DND Campaign
- Gnome Stew: Start a campaign with DND's 10 Stupidest Monsters
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