Where
Do These People Come From?
by
Sean K Reynolds
Skreyn's
Register: The Bonds of Magic
is a book of characters. Making interesting and believable
characters is one of the hardest parts of being a gamer,
and it's easy to fall back on cookie-cutter personalities
or stereotypes. You have to learn a few tricks. Here are
three of mine.
Dictionary
The English language is huge and contains far more words
that most people ever use, let alone use regularly. That
means the dictionary is a fantastic resource for words
you don't know, rarely use, or just haven't thought about
in a while. When I'm stuck on a character concept, I often
pick up a dictionary, flip to a random page, and pick
a word that looks interesting. That's actually how most
of the base concepts for the characters in The Bonds
of Magic came about. I had already figured out what
race and class I wanted each of them to be, but I needed
to start filling in the blanks.
Antat
Var, for example, is a dark elf sorcerer with an emphasis
on divination. The random word I found for him was "overestimate,"
and so I built him around the idea that he has enough
power and knowledge that he's really sure of himself,
but doesn't know that his growing arrogance is starting
to outpace his value to the (female) dark elf peers.
Another
example is Orvin, a human conjurer. His dictionary word
was "filth." From that I built the idea of a
spellcaster who likes conjuring truly disgusting things
(like disease and slime) and didn't take care of his own
appearance. I was also a little inspired by one of Monte's
NPCs in the Ptolus campaign:
Darrien, the plague priest whose familiar was the layer
of pus and disease he carried around on his skin. Yes,
very gross.
My
third example is Takral Two-Bones, a human necromancer
lich. The word I picked for him was "hole."
It turns out Takral found a magic item that lets him punch
holes in his spells, letting him drop a fireball on his
friends without hurting them. That's Takral you see on
the cover, by the way: the floating guy with the skeletal
arms.
Everyone
running a game, writing for a game, or creating a bunch
of characters should have a dictionary at hand, even if
it's just a little pocket dictionary. (I have a pocket
version on my desk and a larger version on the shelf,
just in case.) No need to limit yourself to an English
dictionary, either: Foreign languages not only are lootable
for character ideas, they're a good source of names, too
-- especially if you can train yourself to remember bits
of the language. Paloma is Spanish for "dove"
and if you name a character Paloma (or a more masculine
form, Palom), the name reminds you that she is a pacifist,
as doves are a symbol of peace. Koshka is Russian for
"cat," and naming a character that (or shortening
it to Kosh) hints that he or she is catlike. Between my
girlfriend Willow and me, we have a dictionary or a schoolbook
for English, Spanish, Russian, Japanese, and Hawaiian,
giving me plenty of sources to look for names and character
ideas.
Real
Life
Last week I started my new job at Black
Isle Studios (a division of Interplay). Black Isle
is in Irvine, California. I live in San Diego, and I take
the train to work and back. That's an hour and a half
each way, every day. Usually I read (and I've chewed through
four books so far, I feel like my old self again), and
I'll be bringing my laptop sometimes. But now and then
I'll watch people.
I've
always been a people-watcher. In high school I wasn't
one of the popular kids, which meant I had a lot of opportunity
watch people from the outside. I liked going to the mall
in southern California because there was a mix of ages
and cultures (I grew up south of San Diego, so we had
a lot of Anglo, Latino, and Asian people). In college
I was a resident advisor in the dorms, which meant I got
to watch and interact with a lot of students from all
over the country. And now I'm taking the train.
Every person I see on the train is someone I can base
a character on. There's the young kid with tattoos who
doesn't look tough enough to have tattoos; in game, I
might make him a novice sorcerer desperate to prove himself
and willing to alter his appearance to foster an image
of power. The muscular guy with the worried expression;
in game, he's the protective type with a vulnerable relative
in tow. The large woman who has let her son get so out
of control that she has to take him into the stairwell
for a spanking; perhaps in a game she's a low-intelligence
villainous cleric who thinks she's doing good. The two
older women who constantly interrupt each other with incorrect
info about movies and television; in game they're a pair
of aged alchemists who constantly bicker over ingredients,
clues, and secrets. And those are just people I saw today.
People
from my past also find their way into games. I ran an
In Nomine campaign one summer, and when the PCs were hanging
out in a college bar, I used an ex-girlfriend as one of
the NPCs. A character I ran in a short session with Monte
is based on another ex-girlfriend. [Some would say I have
issues; I call it recycling. :) ] Other characters have
been based on college friends or people who were jerks
to me in high school. A couple of characters in one Wizards
of the Coast adventure that I wrote are even Willow's
former roommates.
The
point is, the world is full of interesting people with
their own weird stories and quirks. If you're having a
hard time coming up with a character concept, draw on
people you know. If you have to, borrow a character idea
from a TV show, movie, song, or even a character you liked
in a campaign from junior high school. I mean, everyone
you meet has something that you can use as the basis for
a character.
Pictures
This last one is easiest of all. If you're like most gamers,
you read a lot of fantasy and SF. Check out the art on
the book's cover. Anything interesting there? Use those
pictures to inspire characters. Look at art books -- not
just fantasy and SF, but historical and contemporary stuff
as well. Visit the websites of famous RPG artists such
as Todd
Lockwood, Tony
DiTerlizzi, and so on. Many of them are friends and
link to each other, so once you find one site, you're
well on your way to a bunch of great online resources.
I check the National Geographic website's photo
of the day for pictures of interesting people, places,
and things. (I'm also a subscriber to the magazine, so
I get a big book of amazing color photos in my mailbox
every month.)
Everything
I say above about pictures goes for miniatures as well.
Most of the mini-based characters on
my site were thought up after I had painted the mini
and taken a good look at it. If you don't paint minis,
check out the websites of companies that make miniatures;
most of them have a gallery of painted minis that are
as good as any photo or piece of flat art for the purpose
of sparking ideas. Many of my miniatures I bought (and
I know Monte is the same way) just because I thought it
would be cool to base a character on that mini. You don't
have to select a miniature to represent a character that
you know; sometimes they represent someone you haven't
created yet.
A
picture is worth a thousand words, and you only need ten
to get a kernel of a character idea planted. If you're
reading this, you have web access. Use it to find art,
and use that art to improve and enhance your game.
All
the characters in The Bonds of Magic can be summed
up in one simple but descriptive sentence, regardless
of how that sentence was inspired. That defining sentence
can either be the basis of the character's personality
or a whittled-down summary of a complex character. Recalling
this "Cliff's Notes" version of the character
helps me remember how a particular character should act.
Sometimes it's good to write that defining sentence on
the top of the character sheet as a reminder.
That's
it for my guest appearance on Line of Sight. I have to
thank Monte and Sue for letting me ramble, and the Academy
for the fruit basket.
Oh,
and take a look at The
Bonds of Magic. And let us know if you like it.