colday
Global Moderator
the Almighty
Posts: 275
|
Post by colday on Feb 9, 2014 1:54:03 GMT -8
This is just a little helper to make a character, or characters. Feel free to post however you wanna, but if you're having trouble, using this skeleton could help!
Name: (First and Last!) Affiliation: (What god do you follow, if you follow one?) Gender: (Tell us what the Pokemon Professors couldn't!) Age: (How old are you?) Personality: (What do you act like? Are you standoffish to strangers? What's your likes and Dislikes? Tell us!) Appearance: (What's the impression someone gets when they first look at them? What do you look like?) History: (Everyone has a back-story, what's yours?) Location: (What part of the Pokemon world do you live in?) Other: (Wanna add something else? Go ahead!)
|
|
colday
Global Moderator
the Almighty
Posts: 275
|
Post by colday on Feb 9, 2014 13:21:19 GMT -8
Character Advice
If you are in multiple roleplays, you should use different characters, but always those that you enjoy playing. If you do not enjoy playing a character, let him get killed and start over. If you do, do not ever use him in another roleplay unless he dies in the one he's currently used in or said roleplay ends.
Try to avoid perfect flawless characters. If your character has no flaws, it needs to be redone. And not little flaws like nail biting or flaws of perfection like loyalty to friends. Those are boring(!) Make things interesting. Not everyone's a genius. Try making your character slow, but not a carcicature. Over the top anything is usually too much for people to bare. Keep things simple and moderate. Keep them from pulling out their knives. Seriously, those things hurt. Unless you're roleplaying Fighter, who is too dumb to realize he is being stabbed. But that's a whole 'nother case.
Most roleplayers turn their characters into beefed-up super creations that could very well save the planet or destroy it. This is a strange, yet simple, reason behind this way of producing invididuals in stories.
Psychologically speaking, the characters people tend to make are usually a representation of one self; an impersonation if you will. And this tend to create an effect of wanting power and strength. And who doesn't want to be able to summon up demonic hordes or to stand up 12 feet tall with devilish and angelic wings sprouting from their backs? Of course we all want to be masters of all the elements in the world and have a bad-arse attitude towards everything, even a heroic complex that makes us look grand and spiffy. Then again, when's the last time you saw some one like that in real life?
The personas people create are, in a sense, what they themselves wish to be. Even the more experienced writers occasionally let that aspect out, if not subconciously. More times than not, you'll end up seeing inexperienced or casual players dishing out the same entities that are constantly over powered for the certain roleplay, and some that don't even fit at all. Gross caricatures are a constant in more casual roleplays. You'll see princes and princesses, as well as fallen angels and chosen ones all the time.
Strengths/Weaknesses
Most good roleplayers know that there is a fine balance between strength and weakness. Too much strength turns a character into a god-moding super demon, while too much weakness can have them killed in ten pages. If you're having trouble with giving your character enough strengths or weaknesses, consider the following:
A strength in one situation can be a weakness in another. If , say, your character happens to own a metal sword that is resistant to fire, he may be able to fend off fire attacks. But if he is faced with electric attacks, the sword may conduct the electricity and shock him to death. This is equally effective on abilities not concerning weapons.
Personality quirks, while they have almost nothing to do strength and weakness, add an extra sense of realism to a character. In almost all cases, realism is a plus. Try different combinations of quirks for different results.
Finally, don't forget this last topic: consider both the upsides and downsides to a weapen/scenario/etc. Everything has positive aspect and a negitive aspect. It may just happen to be that the delicious ice cream cone Miyako is eating will cause her to have allergic reactions, or the field that is wonderful for bird watching in the summer is a deadly mud trench during rainy season.
Combining the aforementioned techniques with similar others will help to give your character that sense of 'realism' you've been searching for. Don't be discouraged if things don't go well at first. Learn from the masters, practice, and -most importantly- keep trying! I once heard that success is getting up one more time than you fall down. You haven't failed until you've given up.
|
|
colday
Global Moderator
the Almighty
Posts: 275
|
Post by colday on Feb 9, 2014 13:32:01 GMT -8
Remember: AVOID MARY SUES!What is a Mary Sue, and why do I care? All these questions and more answered in the following guide!
What is it? Short Definition
The Mary Sue is a term in writing for a certain type of character. This character is an extension of the author's ego. That means it is a copy of everything (or at least a lot) of what the creator wanted. In Role Play terms, it is a powerful, 'perfect' character. There are few true Mary Sues, but there are way too many normal Mary Sues.
What is it? Detailed Definition
The Mary Sue is an ideal character. Strong, attractive, popular, and cool, the Mary Sue (Gary Stu for male characters) is a huge pitfall. Everyone wants to play one, but no one ever should. These characters are, bluntly, stupid.
The characters often have a great number of skills. They don't have to be masters, but they have a lot, and they are great at most of them. In simple terms, the character is a Jack of All trades, but is as good as someone who specializes in that sole trade.
The Mary Sue is also highly beautiful (in more than one aspect). They appear to be heavenly, and are often exquisite in many different types of clothing. Their soul tends to be 'beautiful' (to the creator, which means it may not be innocent). That can make for a wicked personality.
The Mary Sue is a huge part of any story or Role Play. They suck up the other character's roles, hogging the plot to them. The Role Play dies because of it, and the Mary Sue brought everyone down with her.
|
|
colday
Global Moderator
the Almighty
Posts: 275
|
Post by colday on Feb 9, 2014 13:34:46 GMT -8
Common Character Archetypes. The Duty Fulfiller
Serious and quiet, interested in security and peaceful living. Extremely thorough, responsible, and dependable. Well-developed powers of concentration. Usually interested in supporting and promoting traditions and establishments. Well-organized and hard working, they work steadily towards identified goals. They can usually accomplish any task once they have set their mind to it.
The Mechanic
Quiet and reserved, interested in how and why things work. Excellent skills with mechanical things. Risk-takers who they live for the moment. Usually interested in and talented at extreme sports. Uncomplicated in their desires. Loyal to their peers and to their internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. Detached and analytical, they excel at finding solutions to practical problems.
The Nurturer
Quiet, kind, and conscientious. Can be depended on to follow through. Usually puts the needs of others above their own needs. Stable and practical, they value security and traditions. Well-developed sense of space and function. Rich inner world of observations about people. Extremely perceptive of other's feelings. Interested in serving others.
The Artist
Quiet, serious, sensitive and kind. Do not like conflict, and not likely to do things which may generate conflict. Loyal and faithful. Extremely well-developed senses, and aesthetic appreciation for beauty. Not interested in leading or controlling others. Flexible and open-minded. Likely to be original and creative. Enjoy the present moment.
The Protector
Quietly forceful, original, and sensitive. Tend to stick to things until they are done. Extremely intuitive about people, and concerned for their feelings. Well-developed value systems which they strictly adhere to. Well-respected for their perserverence in doing the right thing. Likely to be individualistic, rather than leading or following.
The Idealist
Quiet, reflective, and idealistic. Interested in serving humanity. Well-developed value system, which they strive to live in accordance with. Extremely loyal. Adaptable and laid-back unless a strongly-held value is threatened. Usually talented writers. Mentally quick, and able to see possibilities. Interested in understanding and helping people.
The Executive
Assertive and outspoken - they are driven to lead. Excellent ability to understand difficult organizational problems and create solid solutions. Intelligent and well-informed, they usually excel at public speaking. They value knowledge and competence, and usually have little patience with inefficiency or disorganization.
The Visionary
Creative, resourceful, and intellectually quick. Good at a broad range of things. Enjoy debating issues, and may be into "one-up-manship". They get very excited about new ideas and projects, but may neglect the more routine aspects of life. Generally outspoken and assertive. They enjoy people and are stimulating company. Excellent ability to understand concepts and apply logic to find solutions.
The Giver
Popular and sensitive, with outstanding people skills. Externally focused, with real concern for how others think and feel. Usually dislike being alone. They see everything from the human angle, and dislike impersonal analysis. Very effective at managing people issues, and leading group discussions. Interested in serving others, and probably place the needs of others over their own needs.
The Scientist
Independent, original, analytical, and determined. Have an exceptional ability to turn theories into solid plans of action. Highly value knowledge, competence, and structure. Driven to derive meaning from their visions. Long-range thinkers. Have very high standards for their performance, and the performance of others. Natural leaders, but will follow if they trust existing leaders.
The Thinker
Logical, original, creative thinkers. Can become very excited about theories and ideas. Exceptionally capable and driven to turn theories into clear understandings. Highly value knowledge, competence and logic. Quiet and reserved, hard to get to know well. Individualistic, having no interest in leading or following others.
The Doer
Friendly, adaptable, action-oriented. "Doers" who are focused on immediate results. Living in the here-and-now, they're risk-takers who live fast-paced lifestyles. Impatient with long explanations. Extremely loyal to their peers, but not usually respectful of laws and rules if they get in the way of getting things done. Great people skills.
The Guardian
Practical, traditional, and organized. Likely to be athletic. Not interested in theory or abstraction unless they see the practical application. Have clear visions of the way things should be. Loyal and hard-working. Like to be in charge. Exceptionally capable in organizing and running activities. "Good citizens" who value security and peaceful living.
The Performer
People-oriented and fun-loving, they make things more fun for others by their enjoyment. Living for the moment, they love new experiences. They dislike theory and impersonal analysis. Interested in serving others. Likely to be the center of attention in social situations. Well-developed common sense and practical ability.
The Caregiver
Warm-hearted, popular, and conscientious. Tend to put the needs of others over their own needs. Feel strong sense of responsibility and duty. Value traditions and security. Interested in serving others. Need positive reinforcement to feel good about themselves. Well-developed sense of space and function.
The Inspirer
Enthusiastic, idealistic, and creative. Able to do almost anything that interests them. Great people skills. Need to live life in accordance with their inner values. Excited by new ideas, but bored with details. Open-minded and flexible, with a broad range of interests and abilities.
|
|