Who is your Character?

Within 7e the *Players* each take on the role of a *Character* who's wants and motivations will guide their actions in the game world.

Before deciding who your *Character* is it's important to consider a number of factors: When and Where, What, Who and Why.

We recommend that the process of discovering who your *Character* is take place within **Session Zero,** as a conversation between yourself and the fellow *Players* and *GM* will help ensure your *Characters* will interact with each other constructively and help to establish connections between them and the game world.

## **When and Where is the game set?**

Is it a modern setting? A historical setting? A futuristic setting?

Perhaps you are entering into a magical high-fantasy land? A perilous low-magic medieval recreation? Whatever the setting it is important to consider whether your *Character* idea fits within the setting itself and how the setting may inform their background and their motivations.

If the *Character* does not work within the setting, the juxtaposition between them and the world may make integration of the *Character* within the world difficult to achieve for the *GM.*

## What is the Genre?

Common genres portrayed in Roleplaying are tales of epic fantasy adventure, but these can vary wildly. These can range from the light-hearted High Fantasy of Terry Pratchett's Discworld, to the subdued Low Fantasy of George R. R. Martin's A Song of Ice and Fire. Or it may fall between, such as with the world of J. R. Tolkien's Lord of the Rings which has inspired so much of the genre.

Sometimes Roleplay is used to explore tales of horror from the safety of the home. But this too can vary, from the Gothic horror of Bram Stoker's Dracula to the existential horror of the tales of H. P. Lovecraft's many works.

Whatever the Genre of the tale it's important to ask whether your *Character* suits the tale being told. A *Character* who's motivation is to stay at home and not venture out on nasty, dangerous adventures may not be well-suited to join a group intent on taking part in a tale of epic heroism, such as in Tolkien's The Hobbit.

However, such juxtapositions between the *Character* and the genre are not without merit, as this may lead to **Comedic Juxtaposition** where humorous situations will naturally arise from the unexpected situations the *Character* finds themselves in. Provided adequate motivations can be found to justify the *Character* taking part in the tale being told, then a wide range of *Characters,* humorous or otherwise, may be integrated into the story.

## **Who are the Players?**

It is often as important to understand where your *Character* fits within the group as a whole as much as the World itself. The other *Player Characters* represent the most important *Characters* within the world who your own *Character* will be interacting with the vast majority of the time.

Again, we may consider this in terms of juxtaposition: does you *Character* fit with the personalities of the others, or do they clash in their tone and outlook on life. Similarly to whether the *Character* fits the genre of the tale, the contrast of multiple personalities can lead to comedic juxtaposition between. Overlap in the personalities of Characters too can also lead to interesting results. Two *Characters* with similar personalities may exhibit competitiveness between them, or excessive camaraderie, or both!

In the case of *Characters* exhibiting similar personalities and motivations it is important to be aware that the *Players* could feel out shone by each other, so care and effort should be put in by each of them to ensure both *Characters* are given the opportunity to participate within scenes that complement their personalities. Often it is entirely possible to have both *Characters* work together to great effect.

Similarly, *Characters* whose personality drastically contrasts with the rest of the group may find themselves more prone to either stealing the spot light or falling into the background. Where another *Player* tends to fall into the background, it may be helpful to them to provide prompts or openings to involve them in a scene. It may also be wise to understand when to pull back entirely from a scene to give those *Players* the opportunity to engage in the scene individually.

Outside of the *Characters* it may be worth considering who the known antagonists within the story are likely to be and how your *Character* may relate to them. Perhaps the antagonists have already had a significant and lasting impact on your *Character*, or the known aims of said antagonists run directly contrary to the motivations and ideals of your *Character*. Whatever the case, we recommend that understanding how and why your *Character* may choose to act against the antagonist within the story.

## Why is your Character...?

When engaging in a roleplay, it is important to understand what is motivating your *Character* both in the long term and the short term. A great many things may motivate your *Character*. Commonly they may be motivated by their connections to other *Characters,* or they may be motivated by a significant event in their past.

Whatever your *Character's* motivation may be, consider how this motivation may be tied into those of the other *Characters* as well as the objectives of the story being told. Where the *GM* is running the game from a pre-written story (or "Module") the objectives of the story may already be clear (e.g. destroying the vampire lord ruling the land or destroying the planet-killing super weapon). Alternatively, where the *GM* is running a setting or story of their own creation they may brief the *Players* on the objectives and themes of the story.

Having a motivation which may align with or be in integrated with the themes and objectives of the story may allow your *Characters* motivations to be explored more readily within the story's natural progression

In many stories the objectives may be entirely driven by the motivations of the *Player* *Characters*. In such cases it may be all the more important to consider how the motivations of the *Player Characters* may be connected.

## Time for Backstory

Having considered all of the information about the setting, genre, characters and motivations it is finally time to provide the detail about your *Character*. This often takes the form of a short account of the *Characters* history leading up to the point of them becoming involved in the story being told.

The level of detail and length of Backstories players may right can, rather famously, vary drastically from person to person. We believe there is a balance to be found between the length and specificity of a Backstory. Below are some guidelines you may choose to follow when providing a Character's Backstory:

### **A Backstory is not the same thing as a Story**

A backstory represents a **succinct and clear** account of the characters and events crucial to understanding the motivations a *Character* has.

It is **not** an exercise in creative writing. If you wish to create a short (or even long) story recounting your *Character's* history, understand that is an exercise for your own enjoyment which should be kept *separate* from a synopsis you provide the *GM*. So avoid using prose and extraneous details unnecessary to understanding your *Character*.

### **Who are the Key Characters?**

It is important to understand who the key influences in your *Character's* life are. Family are a common first consideration, but consider including a childhood friend, a business associate, a lover, a rival or a known antagonist from the game world.

### **Where have they been?**

Is your *Character* well-travelled or have they lived in a single place their whole life? Where are these locations within the world and how does that inform the kind of person they are?

### **What was their "Call to Action"?**

Describe one or more key events in your *Character's* history which is key to understanding their long term motivations. This should be what drives them to interact with the other *Player Character's* and engage with the objectives of the game world.

### **Build in Plot Hooks**

When writing about the *Characters*, places and events from your *Characters* past, consider whether and how they might be introduced as Plot Hooks related to the broader story. You may wish to make suggestions within your Backstory on they may become relevant during the course of the Story. Take care to specify if you wish to avoid particular events however. For example, a *Character* may have family or loved ones however you the *Player* may not wish to engage in narratives which involves threats or danger against them specifically.

### **Paint a Picture of your Character**

Beyond the narratively important aspects of your *Character* it is important to paint an image of how they appear and are likely to act. Obvious among these is what they look like, including their gender and appearance but it may include less obvious may be their voice, their accent, their mannerisms, their likes and dislikes, their preferences, their beliefs and their fears.

### **Be Willing to Compromise**

A Backstory should always remain open and fluid to change. Part of collaborative story telling is the give and take between the needs of many story tellers participating in the activity. The *GM* in particular may require aspects of your story be adjusted to better fit the expected setting, narrative and themes of the world they are presenting. This is another reason why it may be better to provide a synopsis of your Backstory, as opposed to a novelisation, as a synopsis inherently demands for less effort and attachment from a *Player* than a story they may be passionate about.

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## Copyright Notice

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License available at https://creativecommons.org/licenses/by/4.0/legalcode

## Credit this Work

To Credit material presented here which is unique from that contained in the System Reference Document 5.1 (see Copyright Notice), copy the following to your Credits Section:

This work includes material taken from "7e” by Peter Rees and materials taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC. Both "7e" and the "SRD5.1" are Licensed under the Creative Commons: By Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode