PC Creation

First Version, October 2nd 2002

I've decided to toss this page up because I think it's necessary and it helps me clarify things.

First off, some pointers. Player Character (PC) creation is not easy. It's work. It can be (heck, often is) fun, but you're still working. As the Sci Fi author Daniel Keys Moran once wrote back in 1994: "About 5 years ago, I played D&D one evening, and it felt exactly like work. Making up characters and dialog and all -- I just felt like I should be getting paid for it. :-)"

In other words, Game Moderators (GMs) expect players to take some time to make PCs, to think the PC idea through and, most importantly, make sure the PC fits into the campaign. What doesn't fit? White Wolf-type PCs in D&D, munchins in Toon, Kind and gentle people in Unknown Armies or SLA Industries. In other words, know what the campaign is going to be about and it's themes before you finish up a pc. Talk your idea over with the GM (please!) and other players to get their thoughts/suggestions and the like.

Next, make your character something you want to play!

In other words, find an idea that works in the setting and gets GM approval and make it. If you don't like the GMs modifications or how your PC might get viewed, scrap it and do something else or argue the GM until s/he agrees with you . :) PC creation takes time and there is no sense in making a PC that you won't have fun playing or won't fit in with the other PCs.

Then write a background of some kind. It needn't be long or involved, depending on the campaign, but at least give the GM some information about your PC, maybe even their motives and a family of some kind (or reasons for a lack of one). I can't stress the importance of the latter enough. By giving your PC relatives, pets, friends and the like you help make them more real – and give the GM some possible plot threads to make use of.

Different campaigns require different backgrounds, naturally. In modern games, much of your background can be assumed since we all know what the world is like. "Was born, got degree, out looking for work. Names of family, goals." could do fine. In a fantasy game in the past or future (ditto with sci fi) you need to know about the world to make a decent background. In other words, badger the GM. If you think this, would you come from this? If your motive is A, are you of a certain sect? How literate are people? A GM who doesn't want those kinds of questions is, imo, not thinking things through. By having a GM give answers (or, even better, working with the player for them) the world gets fleshed out a little bit more.

Now, the mechanics … let's see. Know them. There, that sort of sums things up. If you don't know them, make sure you ask other players who do if your PC is done right and for help during the game. Bugging GMs about game mechanics just slows games down, especially during combat. If everyone is new to the system except the GM, make sure the GM explains how combat and rolls and all that work very well so you don't forget stuff.

Now your PC is done, polished and ready. Send it to the GM. Make sure they get it. Also, make sure you know what kind of format the GM wants sheets in, or the file types s/he will accept PCs as.

Once you've been accepted into the game and all that stuff, show up on time. Otherwise, all the work you did before is wasted . :( If you can't show, let the GM know and/or work out a reason for your PCs absence. The GM might even ask to NPC your PC in the game, and send you a log later. Alternatively, you can ask another channel regular (or another player in the game) to play your PC for you.

A final thought: Make sure you know the type of game the Gm runs. I don't mean genre, setting etc. (you know – or should know that – already). I mean, do they allow Out Of Character (OOC) conversations in the channel, do they want your In Character (IC) at all times, or can you make jokes and such during the game? I don't mean you need to psychoanalyse the GM. Far from it – you'd likely end up trying to get your poor GM locked up for the good of the world. I mean that you should know if the game will be combat-intensive, if PCs are expected to be eloquent, or descriptive and the like. Ask the GM (and the players, since GMs don't always pay attention to their stype) and make sure you'll fit into that as well.

Above all else, make sure you have a good time doing this. Gaming is work, but it's fun work.

Alcar, October 2002.

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