Post by Konrad on Jan 14, 2009 20:47:02 GMT
I found the following from reclamationgame.com. After reading it, I found that it would be extremely helpful to those who need assistance on character development. Enjoy!
Character Perceptions
To say that all characters (and for that matter, all people) are good or evil would be an oversimplification. Firstly, evil characters usually do not consider themselves to be "evil," and may actually consider themselves to be "good." These characters may believe something is "right" and defend it in a fanatical way. She may appear "evil" by opponents, who she conversely perceives as misguided or "evil." Her actions may be caused by insanity, by her foul temper, or by her belief that the ends justify the means. Alternatively, a character with "evil" or selfish motivations may perform so charismatically that others believe she is "good." There are many shades of grey and dark grey in every personality, and it is important to remember that your character's motivations are key to creating a believable persona.
Character Consistency
Character consistency is one of the hallmarks of great role-playing. Here are some tips to consider when playing your character:
Stay in character as much as possible. The more you get out of your character, the harder it will be to get the right mood back into the game. Now, this may not seem harmful, but ruining a mood can ruin a role-play. For more information, see the section on out-of-character traps.
Events from the game will influence a character's demeanor, attitude, and in some cases, its personality. Even heroes can be affected by the tragic death of a loved one. Make sure that these influences are reflected in (minor) changes in your character.
Never change your character drastically. This will confuse other players, and while it might seem fun at first, it will upset the other players, and eventually the game.
Once you've made a decision as your character, stick with it, and live with the consequences. As long as you're role-playing, it could prove for some interesting twists in your character's life. In a role-playing game, reversing a decision usually harms the game.
Character Separation
One of the greatest challenges for all role-players is maintaining a healthy level of separation from your character. Here are some things to keep in mind:
· · You are not your character. If a character attacks or insults your character, don't take it as a personal attack. It's fine if your character reacts, but don't start taking things personal.
It is easy to base your first character in a game on your own personality. Most new role-players do it, but experienced role-players fall into the trap as well. Make sure that, if you do this, it's just a small base, because the more of yourself you pour into a character, the easier it is to feel any attack on that character as a personal insult.
Remember that it's only a role-playing game. You can stop playing any time you want, for as long as you want.
Roleplaying "Good"
Playing an essentially "Good" character may seem as easy as opening your eyes, but as with other alignment classifications, there are some points that need to be remembered. They can be as difficult to role-play believably as villainous characters. They don't necessarily have to be huggy, kissy, warm-fuzzy type of people. What defines a character as being good is how they work to achieve the goals they have established within their role-play.
Example: There are three essentially good characters interacting in a role-play that revolves around rescuing a kidnapping victim.
Dreamer A - This character seeks assistance from honorable characters that they have contacted with to deal with the kidnapper. Using all methods within their power that don't cause internal conflict caused by of issues of conscience, they work to affect the return of the kidnap victim and the bringing to justice of their kidnapper.
Dreamer B - This character seeks out the kidnapper for negotiation, working toward a settlement that will keep both sides in the dispute content and safe. They may be seen at times as acting in their own best interests during this work, as they go back and forth between the kidnapper and those who seek the victim's return appearing to be working toward the goals of each.
Dreamer C - This character is prone to rash actions to affect the kidnapping victim's return. They may gather a small group from among those they trust to seek the kidnapper's hideout and steal the victim away from them. This type of character has a greater chance of seeing violent conflict from their actions, although they are working for the same results as the previous two dreamers.
Roleplaying Neutrality
Neutrality is the ability to not take sides in an issue or event, regardless of personal feelings. This type of character can be seen as cold and indifferent in their actions and need others to look deeper to really get to know them. They are focused mostly on their own goals that do not impact others, making them appear greedy to some. Some neutral types are very dependent on those around them at the time. Examples:
The Chameleon - this type of character blends into their surroundings. Mostly to observe what's happening around them and generally wishy-washy. They can be an almost constant presence, to the point where most people ignore them.
The Recluse - this type of character is often seen as a hermit or anti-social. They keep to themselves as they work toward their goals, often hoarding what they learn instead of sharing it with others. Often, this type of character is where lost knowledge stories originate.
The Mediator - this type of character is often called upon to mediate disputes between others after they become known for their neutrality. They can take the information provided them and look at it evenly, as they have no preference of one side over the other.
Neutral characters see all of those around them equally, whether as useful for gathering information from, a source of irritation that keeps them from working on their goals, or a complete nuisance that they would rather be without.
Roleplaying "Evil"
There are just as many adjectives for evil: dishonorable, deceptive, abusive, cruel, immoral, and more. As with any character, an Evil character is not necessarily at his worst, most foul and antagonistic behavior at all times. Being of an Evil disposition only means that the capacity for these things is always there and that they may know no limits to the depth of their depravity. This means that an Evil character can be charming, cooperative, and for all appearances a nice guy. But it's a façade that is not likely to last long unless the character is particularly determined and capable of maintaining such a deception. Some examples of Villains:
The Conformist - he thrives by taking advantages afforded to him by whatever system is available to do so, almost equating what is legal to what is right and proper even when it is legal to seriously harm another. After all, if it weren't right and proper, the law should be changed, and since it hasn't been changed, it must still be right.
The Intellectual - he probably does not consider himself to be evil, but almost certainly considers himself to be intelligent, wise, shrewd, and on the ball rather than foolishly concerning himself with the welfare of others as those idiotic dopes that speak of the common good are concerned. Often,.this type of character thinks of themselves as naturally superior to others, their own needs coming first, and the needs of others coming much further down the list.
The Overlord - he is concerned only with his own goals and nothing else. Only those things that with strengthen him and push him towards that goal are important and he will pursue that goal with any means possible. He hopes to bring himself to a position of power, glory, and prestige.
Before making an evil character you should realize it can be more difficult than others, make sure you have a good idea beforehand of what your character's goals are. You most likely won't get far role-playing an "evil" character if you can't make any friends. Allies can be beneficial even if the character doesn't use violence or warfare to exact his evilness. Lastly make sure to be convincing, in general not many people are evil. Define your character as being one of those unique few and you'll have a great time. Just remember that the Good Guys almost always win.
What makes you a villain? Most characters don't just decided on a whim that they want to be evil. This should stem from your character's history and not the player's desire. Be unique. Some-thing that is not often seen, or that people fear or misunderstand is often labeled "evil". Go against the grain. This means speech and mannerisms as well as appearance.
"Evil is in the eye of the beholder." So you want to be evil to some - not all. Perhaps even most, but always have a way out. If you don't, you're setting yourself up for the fall.
Focus. Know what it is you want to accomplish. Be open to change. Nothing stays static for too long. If it can go wrong, it will. Plan ahead. Might does not equal malevolence. You can have the biggest chakram, an infinite DreamSoul elemen, and a whole slew of offensive arts, and are still just a thug.
Violence does not equal villainy. A politician in power can be ten times more corrupt than a convicted killer who acted in self-defense. Destruction isn't always the answer either. Hostages present a much more complicated situation than simply planting a bomb.
Crime is not always the best avenue for those of the dark alignment. This is especially true in Reclamation. Be creative and find other methods to achieve your goals.
Morality is important. Most evil doers have compromised moral values. Either they're working for themselves and don't think the rules apply to them, or they're working for the common good but don't understand what's appropriate and what's not.
The end can justify the means. You're saving the Dream the way you see fit. If a few souls get lost along the way, what is that to compare to the lives you'll save after the fact? You can either end up the hero or a martyr if you're not careful.
Remember that you didn't do anything wrong if you didn't get caught. And the more people that support your side of the story, the less likely you are to be labeled a "threat" to society as a whole.
Set standards. Be prejudice. If you think one way, then others are misguided or utterly wrong. They're either agreeing with you, or they disagree with you. Don't be afraid to stand up for what.you believe, and teach it to those impressionable Newly Awakened.
Honor is for the dead. The difference between a hero and a fool is luck. The difference between a coward and a corpse? Stupidity. Live to fight another day.
Keep your friends close and your enemies closer. Never let them see it coming. A good villain always has his/her ace in the hole; and usually the joker as well.
Don't be afraid to ask for help in your endeavors. Just be careful what you wish for. Minions are just that. People will work for reward before friendship. Greed can be good motivation.
Re-member that if they see a way to use you as a stepping stone, they will. Especially if it gives them what -you- have.
Take small steps at first. Test the waters. You can't be bad until you know what good is.
Trademarks. If it's been done, it's probably been done better. Find your own path, and let that aspect be yours and yours alone. Make yourself memorable.
Achilles heel. Every bad guy has one. Illness. Disability. Pangs of regret. Love for family. A persistent obsession. Maybe this is what drives your character.
Turning over a new leaf. Evil doers don't make many friends. When it becomes unbearable, there are always other options. This also makes an incredibly good smoke screen.
Sorry if that was a bit of a bore to read, but I feel it will help.
And a little something from me:
Im seeing an awful lot of bunnyed characters. This means they are almost perfect in anyway and the Rper seems to refuse see teh character as impossible to insult, or shame, or even hurt. Everyone has a weakness. If anything, these make your characters even more fun to RP with for yourself and others.
So go on, be the ugly fat guy.
Character Perceptions
To say that all characters (and for that matter, all people) are good or evil would be an oversimplification. Firstly, evil characters usually do not consider themselves to be "evil," and may actually consider themselves to be "good." These characters may believe something is "right" and defend it in a fanatical way. She may appear "evil" by opponents, who she conversely perceives as misguided or "evil." Her actions may be caused by insanity, by her foul temper, or by her belief that the ends justify the means. Alternatively, a character with "evil" or selfish motivations may perform so charismatically that others believe she is "good." There are many shades of grey and dark grey in every personality, and it is important to remember that your character's motivations are key to creating a believable persona.
Character Consistency
Character consistency is one of the hallmarks of great role-playing. Here are some tips to consider when playing your character:
Stay in character as much as possible. The more you get out of your character, the harder it will be to get the right mood back into the game. Now, this may not seem harmful, but ruining a mood can ruin a role-play. For more information, see the section on out-of-character traps.
Events from the game will influence a character's demeanor, attitude, and in some cases, its personality. Even heroes can be affected by the tragic death of a loved one. Make sure that these influences are reflected in (minor) changes in your character.
Never change your character drastically. This will confuse other players, and while it might seem fun at first, it will upset the other players, and eventually the game.
Once you've made a decision as your character, stick with it, and live with the consequences. As long as you're role-playing, it could prove for some interesting twists in your character's life. In a role-playing game, reversing a decision usually harms the game.
Character Separation
One of the greatest challenges for all role-players is maintaining a healthy level of separation from your character. Here are some things to keep in mind:
· · You are not your character. If a character attacks or insults your character, don't take it as a personal attack. It's fine if your character reacts, but don't start taking things personal.
It is easy to base your first character in a game on your own personality. Most new role-players do it, but experienced role-players fall into the trap as well. Make sure that, if you do this, it's just a small base, because the more of yourself you pour into a character, the easier it is to feel any attack on that character as a personal insult.
Remember that it's only a role-playing game. You can stop playing any time you want, for as long as you want.
Roleplaying "Good"
Playing an essentially "Good" character may seem as easy as opening your eyes, but as with other alignment classifications, there are some points that need to be remembered. They can be as difficult to role-play believably as villainous characters. They don't necessarily have to be huggy, kissy, warm-fuzzy type of people. What defines a character as being good is how they work to achieve the goals they have established within their role-play.
Example: There are three essentially good characters interacting in a role-play that revolves around rescuing a kidnapping victim.
Dreamer A - This character seeks assistance from honorable characters that they have contacted with to deal with the kidnapper. Using all methods within their power that don't cause internal conflict caused by of issues of conscience, they work to affect the return of the kidnap victim and the bringing to justice of their kidnapper.
Dreamer B - This character seeks out the kidnapper for negotiation, working toward a settlement that will keep both sides in the dispute content and safe. They may be seen at times as acting in their own best interests during this work, as they go back and forth between the kidnapper and those who seek the victim's return appearing to be working toward the goals of each.
Dreamer C - This character is prone to rash actions to affect the kidnapping victim's return. They may gather a small group from among those they trust to seek the kidnapper's hideout and steal the victim away from them. This type of character has a greater chance of seeing violent conflict from their actions, although they are working for the same results as the previous two dreamers.
Roleplaying Neutrality
Neutrality is the ability to not take sides in an issue or event, regardless of personal feelings. This type of character can be seen as cold and indifferent in their actions and need others to look deeper to really get to know them. They are focused mostly on their own goals that do not impact others, making them appear greedy to some. Some neutral types are very dependent on those around them at the time. Examples:
The Chameleon - this type of character blends into their surroundings. Mostly to observe what's happening around them and generally wishy-washy. They can be an almost constant presence, to the point where most people ignore them.
The Recluse - this type of character is often seen as a hermit or anti-social. They keep to themselves as they work toward their goals, often hoarding what they learn instead of sharing it with others. Often, this type of character is where lost knowledge stories originate.
The Mediator - this type of character is often called upon to mediate disputes between others after they become known for their neutrality. They can take the information provided them and look at it evenly, as they have no preference of one side over the other.
Neutral characters see all of those around them equally, whether as useful for gathering information from, a source of irritation that keeps them from working on their goals, or a complete nuisance that they would rather be without.
Roleplaying "Evil"
There are just as many adjectives for evil: dishonorable, deceptive, abusive, cruel, immoral, and more. As with any character, an Evil character is not necessarily at his worst, most foul and antagonistic behavior at all times. Being of an Evil disposition only means that the capacity for these things is always there and that they may know no limits to the depth of their depravity. This means that an Evil character can be charming, cooperative, and for all appearances a nice guy. But it's a façade that is not likely to last long unless the character is particularly determined and capable of maintaining such a deception. Some examples of Villains:
The Conformist - he thrives by taking advantages afforded to him by whatever system is available to do so, almost equating what is legal to what is right and proper even when it is legal to seriously harm another. After all, if it weren't right and proper, the law should be changed, and since it hasn't been changed, it must still be right.
The Intellectual - he probably does not consider himself to be evil, but almost certainly considers himself to be intelligent, wise, shrewd, and on the ball rather than foolishly concerning himself with the welfare of others as those idiotic dopes that speak of the common good are concerned. Often,.this type of character thinks of themselves as naturally superior to others, their own needs coming first, and the needs of others coming much further down the list.
The Overlord - he is concerned only with his own goals and nothing else. Only those things that with strengthen him and push him towards that goal are important and he will pursue that goal with any means possible. He hopes to bring himself to a position of power, glory, and prestige.
Before making an evil character you should realize it can be more difficult than others, make sure you have a good idea beforehand of what your character's goals are. You most likely won't get far role-playing an "evil" character if you can't make any friends. Allies can be beneficial even if the character doesn't use violence or warfare to exact his evilness. Lastly make sure to be convincing, in general not many people are evil. Define your character as being one of those unique few and you'll have a great time. Just remember that the Good Guys almost always win.
What makes you a villain? Most characters don't just decided on a whim that they want to be evil. This should stem from your character's history and not the player's desire. Be unique. Some-thing that is not often seen, or that people fear or misunderstand is often labeled "evil". Go against the grain. This means speech and mannerisms as well as appearance.
"Evil is in the eye of the beholder." So you want to be evil to some - not all. Perhaps even most, but always have a way out. If you don't, you're setting yourself up for the fall.
Focus. Know what it is you want to accomplish. Be open to change. Nothing stays static for too long. If it can go wrong, it will. Plan ahead. Might does not equal malevolence. You can have the biggest chakram, an infinite DreamSoul elemen, and a whole slew of offensive arts, and are still just a thug.
Violence does not equal villainy. A politician in power can be ten times more corrupt than a convicted killer who acted in self-defense. Destruction isn't always the answer either. Hostages present a much more complicated situation than simply planting a bomb.
Crime is not always the best avenue for those of the dark alignment. This is especially true in Reclamation. Be creative and find other methods to achieve your goals.
Morality is important. Most evil doers have compromised moral values. Either they're working for themselves and don't think the rules apply to them, or they're working for the common good but don't understand what's appropriate and what's not.
The end can justify the means. You're saving the Dream the way you see fit. If a few souls get lost along the way, what is that to compare to the lives you'll save after the fact? You can either end up the hero or a martyr if you're not careful.
Remember that you didn't do anything wrong if you didn't get caught. And the more people that support your side of the story, the less likely you are to be labeled a "threat" to society as a whole.
Set standards. Be prejudice. If you think one way, then others are misguided or utterly wrong. They're either agreeing with you, or they disagree with you. Don't be afraid to stand up for what.you believe, and teach it to those impressionable Newly Awakened.
Honor is for the dead. The difference between a hero and a fool is luck. The difference between a coward and a corpse? Stupidity. Live to fight another day.
Keep your friends close and your enemies closer. Never let them see it coming. A good villain always has his/her ace in the hole; and usually the joker as well.
Don't be afraid to ask for help in your endeavors. Just be careful what you wish for. Minions are just that. People will work for reward before friendship. Greed can be good motivation.
Re-member that if they see a way to use you as a stepping stone, they will. Especially if it gives them what -you- have.
Take small steps at first. Test the waters. You can't be bad until you know what good is.
Trademarks. If it's been done, it's probably been done better. Find your own path, and let that aspect be yours and yours alone. Make yourself memorable.
Achilles heel. Every bad guy has one. Illness. Disability. Pangs of regret. Love for family. A persistent obsession. Maybe this is what drives your character.
Turning over a new leaf. Evil doers don't make many friends. When it becomes unbearable, there are always other options. This also makes an incredibly good smoke screen.
Sorry if that was a bit of a bore to read, but I feel it will help.
And a little something from me:
Im seeing an awful lot of bunnyed characters. This means they are almost perfect in anyway and the Rper seems to refuse see teh character as impossible to insult, or shame, or even hurt. Everyone has a weakness. If anything, these make your characters even more fun to RP with for yourself and others.
So go on, be the ugly fat guy.