I've been going over a lot of my old work, tinkering, looking for inspiration, ect. I found this old piece I was working on a long time ago and decided it would be fun to share it with you guys. It has to do with character design. I originally was trying to work out a set of what should come 'free' with a character (opposed to what a game engine should charge points for).
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These qualities are of particular importance for adventurers. They are by no means universal among protagonists in all forms of storytelling. As an art form the RPG places specific stresses and requirements on characters. It is by it’s very nature a cooperative story that requires many people introducing their own ideas and working with one another. Characters that consistently require special attention disrupt the flow of the story. By forcing the other players to give this poorly designed character attention and accommodation the player is effectively holding the story hostage. Either it stops until that player feels they have been antiquity placated, or else the other players are forced to leave that character behind. Because neither situation ensures that all the players are happy, characters that are likely to disrupt the game should be avoided at all costs.
A player who wish’s to play a character who lacks one of these characteristics should consult their GM before building, as they may be disruptive or difficult to incorporate in a campaign. Due to birth defects, accidents later in life, or the ravages of time not all humans possess all of these traits. Despite these normal exceptions perfectly healthy humans all have these traits. All heroic characters should be assumed to be of sound body and mind.
Of course, there are many excellent characters that would be barred from play if these guidelines were dogmatically enforced. There are also many problems that can be prevented if the player, GM, and rest of the party are willing to work together. It is important to bear in mind that different players are attracted to games for different reasons. A player who is respectful of the game and the other players should be allowed to play characters that violate these guidelines as long as it enriches the story. It is reasonable to expect that a player be able to provide a workaround. Thus while playing an alien who cannot breathe air is disruptive, if the race typically wears fully environmental suits while on plant than it becomes an enriching piece of flavor in the same way that glasses or a wheelchair can add an extra dimension to a human character.
Some campaigns will demand different characteristics. These characteristics are distinctly homocentric and assume that the characters will be required to be part of a party or team, as per a conventional table top RPG. Within the framework of some campaigns these assumptions are very untrue. In particular, groups with a large player base and groups that play over the internet both typically reject the pack based mentality of table top games. As always, if questions arise ask your GM for guidance. Equally, some games have exotic concepts, such as an aquatic world or playing bacteria, where these guidelines are also suspect to change.
Physiology
) Humanoid – Two arms, two legs, a torso and a head. This form allows for the character to use most gear, pilot most vehicles, ride most creatures, and access most locations within a typical campaign.
) Terrestrial Air Breather – Adapted for breathing air in an earth-like environment. Is capable of existing on land for extended periods of time.
) Manipulators – Two appendages that are capable of fine motor skills.
) Muscles and form – Full control over one’s self; the ability to perform gross motor skills. This includes the ability to move within the mediums they are adapted for life within.
) Perception – The ability to detect and identify their surroundings by using more than one sensor.
) Climate – Able to function normally while in their most common state of attire in temperatures between 20 and 90 degrees Celsius.
) Size – Ranges between 4 and 7 feet in height and 25 to 150 kg. This allows for the most integration with human-made structures.
Mind
) Memory – Able to remember people, places, and events with a degree of regularity.
) Self – Can pass the mirror test (is able to recognize their reflection in a mirror).
) Education – Has the potential to gain access to the abilities necessary for adventuring.
) Problem Solving – A capacity for rational thought.
) Growth – Their personality is adaptive and has room to grow.
) Driven – Capable of forming long term goals and has short term goals.
Cultural
) Ethics – Understand and is capable of following ethical and moral thought.
) Social – Is a social creature that will work with a team.
) Language – The ability to communicate in the most common language of the setting.
) Freedom – Previous obligations should not prohibit the character from participating in most adventures.
Tags: characters, design, rpg, rules