Back to the main page

Mailing List Logs for ShadowRN

Message no. 1
From: The Deb Decker <RJR96326@****.UTULSA.EDU>
Subject: Character
Date: Wed, 29 Sep 1993 12:29:05 -0500
What makes a good character?
Sorry, time limits prevent me from creating a variation on the age-old
"What are little boys/girls made of", but rest assured that Shadowrunners are
most definitely NOT made of sugar and spice, and everything nice:

To list Priorities, my favorite order is:
Skills
Attributes
Tech
Magic/Race

I like characters with skills. Not just lots of skills, but better-than average.
Part of that's because, no matter what game I play, my die rolls are typically
below avergage, so my measure of a "decent" level is somewhat higher than
typical skill levels.

Attributes are also important because I like characters who are average in most
areas, with select high and low levels in one or two arenas. For instance, I
usually prioritize Quickness over Strength and/or Body.

Tech: I don not like the priority the game mechanics place on Tech. To many
people, you are a fool not to take some kind of enhanced reflex system, which
typically requires at least tech level B.Granted, those toys should be
expensive, but to me characters should be considered effective without buying
lots of gadgets (including cyberdecks). I'd rather have my character able to
accomplish tasks rather than require technology to be considered competent.
Mind you, these comments are directed at the mainstream Shadowrun set-up; I
realize individual GMs offer varying interest rates.

Magic: I can live without it, though I quite agree that Magic is VERY powerful
in Shadowrun, especially if the player is quite familiar with the rules and
what the represent.

Race: As many of you know, I am rather humnaocentric in my approach. I also
agree that the "advantages" of race are well balanced by the associated
disadvantages. To reiterate previous comments, look at the whole of real-life
human history and examine the innumerable machinations, backstabbings,
tragedies, and adventures of Real People. Who needs Vampires with Vlad the
Impaler? Who requires faceless Ork warriors when the Germanic tribes fought
the Roman Empire? To me, metahuman race is just a rubber suit to further
emphasize traits which, when role-played properly, can be equally debilitating
or facilitating in a social context.

more on this topic later. Now I must SING!


J Roberson
Message no. 2
From: Graht <dbuehrer@******.CARL.ORG>
Subject: Character
Date: Mon, 9 Dec 1996 19:27:45 -0700
I'm working on a character creation system (not the character's
stats, but his/her *character*). Here's the basic outline so far of
what I feel should be covered.

Core Personality. Right now I'm working from Enneagrams. Any
other suggested sources would be welcome.

Level of Maturity: Child, Young Independant, Parent, Gatherer of
Knowledge, Ritualist, Teacher, and Elder. My source is "Grandmothers
of the Light: A Medicine Woman's Sourcebook". My fiance showed it to
me and it dawned on me that I had never taken maturity into account
with any of my characters.

Likes/Dislikes.

Loves/Hates. Stronger than likes/dislikes.

Fears/Dreams.

Goals.

Idiosynchracies.

And last, but not least, character history to support all of the
above.

What do you think?

-Graht

"Pick up the door."
"...Hey, Kunds!"
Message no. 3
From: Mike Elkins <MikeE@*********.COM>
Subject: Character -Reply
Date: Tue, 10 Dec 1996 09:02:32 -0500
<Graht wrote about working on a scheme to generate and/or describe
characters' character (personality).>

>What do you think?

(Playful smile) I think you are a hermetic trying to understand shamanism.

A persons personality could be described by a collection of attributes as you
suggest, but to what purpose? The best description of a person is a description
of _what_they_do_. In other words (for a RPG) their character's actions.

Also, why come up with a limiting mathmatically oriented language for describing
personality when plain English comes much closer: a character sketch describing
someone can be _MUCH_ more accurate than some pigeonhole your adjectives
create (Intuitive Perceptive Parent-type, Extrovert, for instance)

If you want to come up with hard and fast rules about what is "in character" and
what is "out of character", you aren't going to. If you want to help clueless
new
players figure out how to create fleshed out characters, the best way is by
example. Have the 2-dimensional PCs meet 3-dimensional NPCs, or have a few
experienced players stop by for a game or two.

Double-Domed Mike
Message no. 4
From: Graht <dbuehrer@******.CARL.ORG>
Subject: Re: Character
Date: Tue, 10 Dec 1996 15:51:16 -0700
David Buehrer wrote about "Character -Reply (fwd)":

> Mike Elkins wrote:
>
> <Graht wrote about working on a scheme to generate and/or describe
> characters' character (personality).>
>
> >What do you think?
>
> (Playful smile) I think you are a hermetic trying to understand
> shamanism.

<chuckle>

> A persons personality could be described by a collection of attributes
> as you suggest, but to what purpose? The best description of a person
> is a description of _what_they_do_. In other words (for a RPG) their
> character's actions.

My reason for doing this is to give starting (or even experienced)
players something to think about. I certainly don't know everything
there is to creating personalities for characters (it's a learning
process for me too).

> Also, why come up with a limiting mathmatically oriented language for
> describing personality when plain English comes much closer: a
> character sketch describing someone can be _MUCH_ more accurate than
> some pigeonhole your adjectives create (Intuitive Perceptive
> Parent-type, Extrovert, for instance)

This depends on the player. Some players can take a thumbnail
schetch and build on it very quickly, and end up with a great
character. Other players need a lot of background for their
character. Case in point, one of my players handed me a 5 page
history for his character, another player gave me a verbal history
that lasted about 30 seconds. Both of them have great characters.

Again, what I'm doing won't be exclusive. If someone wants to
browse through just for ideas, fine. If someone want's to go all out
and right a short novel on their character based on 101 criteria,
it's up to them. I just want to provide a resource.

> If you want to come up with hard and fast rules about what is "in
> character" and what is "out of character", you aren't going to. If
you
> want to help clueless new players figure out how to create fleshed out
> characters, the best way is by example. Have the 2-dimensional PCs
> meet 3-dimensional NPCs, or have a few experienced players stop by for
> a game or two.

I don't keep track of what's in character and what's out of character
for the PCs in my game. I trust the players to know when their
character is... resonding appropriately. The only thing I keep track
of is player information vs character information.

And, example is great, but it's nice to have something that you can
hold in your hands to *assist* you when fleshing out characters.

And, thanks for the input. Good points all the way around :)

-Graht

"Pick up the door."
"...Hey, Kunds!"
Message no. 5
From: "Q (not from Star Trek)" <Scott.E.Meyer@*******.EDU>
Subject: Re: Character
Date: Tue, 10 Dec 1996 18:07:01 -0600
On Tue, 10 Dec 1996, Graht wrote:

> David Buehrer wrote about "Character -Reply (fwd)":
>
> > Mike Elkins wrote:

[snip stuff about character attributes]

> My reason for doing this is to give starting (or even experienced)
> players something to think about. I certainly don't know everything
> there is to creating personalities for characters (it's a learning
> process for me too).
>
If that's all you need, why don't you just stick whith the standard 20
questions approach suggested in SRII? I've found it's just about near
perfect to get players thinking about their character.

-Q

---------------------------------------
I used to think I was indecisive. Now, I'm not so sure.

Scott "Q" Meyer
Scott.E.Meyer@*******.edu
http://johnh.wheaton.edu/~smeyer

Further Reading

If you enjoyed reading about Character, you may also be interested in:

Disclaimer

These messages were posted a long time ago on a mailing list far, far away. The copyright to their contents probably lies with the original authors of the individual messages, but since they were published in an electronic forum that anyone could subscribe to, and the logs were available to subscribers and most likely non-subscribers as well, it's felt that re-publishing them here is a kind of public service.