Greetings gamers from all systems, places and timelines.
Did you ever conceptualize a character who you expected to run like a badass D&D version of Batman, but instead of getting Ben Affleck, you ended up with Adam West? Unfortunately, a lot of things can go south between your imagination and the gaming table. This can cause you to either make a character who everyone remembers fondly years after the campaign has ended or one no one can remember the name of from the last session. Therefore, I have composed a list of 6 tips to help prevent your next dark and gritty character from unexpectedly ending up as the version of Batman with floppy ears and bat shark repellent (but with much less charm).
1. Stick It to the DM
That’s right, one of the three wise DM’s is advising you to shatter your DM’s plans. Why would I do such an egregious thing, you might ask? Because some of my most well-liked characters were infamous for pushing the DM’s plot right off a cliff and then watching it hit the ground with a sickening thud.
It’s good advice for DM’s to come at their players because things get boring if they get too comfortable. The same applies to DMs. Maybe your DM won’t be able to deliver this beautiful storybook plot they had in mind, however, no one can produce their best work if they’re never challenged. Above all else, no matter how good the story is, it is the characters that should be driving the plot. Nothing is less interesting than showing up at a game and knowing well in advance what’s going to go on for the next 6 to 8 hours.
2. Pick the Type of Character That Suits Your Vibe
When creating a new character, having a strong understanding of the system you’re playing helps, but it isn’t vital. Just like if, at character creation, you’re rolling to generate stats and the dice really go your way. Both are good, but neither is really as important as finding a character type that you naturally connect with. This can be determined by how you, as a player, want your character to handle the problems they will encounter during the campaign.
For example, if you spotted mercenaries down the road who are looking to shake down people for a toll, how would you want to handle this? If your first instinct is to roll up on them and crack some skulls like a scene right out of a 90s movie, the barbarian might be the best choice. Meanwhile, a bard could walk right up to them, befriend everyone and possibly even end up with a useful piece of information. Likewise, the rogue may either want to try and con the group or get into a good position to deliver a killing shot from a tree like they were part of seal team six. The point is: You will deliver both some of your best performance in terms of roleplay and problem solving if the character gels with your line of thinking.
3. Make Your Character’s Dialogue Memorable … for Good Reasons
Do you know what drives me absolutely nuts in a game? People who grab the mic and monologue instead of delivering one solid line. Now, like anything else, if you’re awesome at improv maybe you can use this to create an equally awesome in-game moment. However, if you’re going to do it, then it better be good. There is nothing quite like being frozen in a bad player character monologue cutscene for so long that, when it’s your turn to actually talk, you don’t remember what you were going to say or no longer care. If you want your character to be memorable, then you don’t want it to be because your last character had speeches that could put a pot of coffee to sleep.
Villain: “You can’t possibly stop my evil plans!” (laughs evilly)
That PC: Launches into a drawn-out, awkward monologue that leaves everyone listening feeling like they were on the business end of both time stop and confusion spells.
Villain: “Yeah, and that is exactly why I’m burning this place to the ground!”
4. Make Your Deeds Something to be Remembered
If a character is to be likable, then they should also be memorable. To accomplish this, they need at least some distinctive aspects that clearly define who they are. And while a lot of attributes can make up a character, over time you will want to be remembered for what happened during the “cool moments” of the story. Such as when the Ranger had an epic showdown with her father, the evil Duke. Or when the Paladin completed his year-long quest to recover the fragments of a lost holy sword. However, all of these things are examples of goals and long-term obstacles that need to be resolved. For without them, there will be no story arc moment to complete. So, if your father was murdered by a mysterious 6-fingered man who then stole his masterwork sword, do not despair. Vengeance may still be yours.
However, these key story scenes cannot be phoned in. Likewise, you shouldn’t have a speech prepared before this event occurs, so consider the following. Since this has been a long-term goal that has driven the character’s actions, how would they act when it is finally completed? And how can this scene be done without delivering a completely hammy performance? If done right, this should be a legitimately happy moment for not just your character but the entire party.
5. Take the Big Risks
In a game with high stakes, equally great risks may need to be taken to save the day. If you’re going to play the game, don’t be needlessly reckless, but be in it to win it. Because no one remembers that battle where everyone mopped the opponents and no one suffered so much as a scratch, but they will remember the battle where everyone held the line for 4 rounds and every member in the party was a hit or two away from taking a dirt nap.
Likewise, dangerous temptations for power are out there that can take your character to the next level, such as a deck of many things. Just understand that, like a deal with a devil, this can and probably will end badly. The question is, can you get enough out of this deal to make the repercussions worth it? While some of them are more game-ending than others, getting your alignment changed can be especially dangerous. That can be a sure way to make a wreck out of both your reputation and the party’s dynamic.
6. No One Is an Island
The value of teamwork is something I cannot stress the importance of enough. Because what is the point of creating an awesome kickass character who’s in a game that is otherwise a total disaster? In my experience, those campaigns last about as long as ice cream does in my freezer.
Earlier, we looked at how critical it is to have goals and obstacles, and the truth is you probably won’t be able to complete any of these if you’re running solo. Because, sure, Wolverine is cool on his own, but it’s obvious he can accomplish far more of his goals when he’s working with the X-Men. While Wolverine is a badass he has also gotten his teeth kicked in on more than one occasion because he was overwhelmed by multiple opponents. Not to mention, Wolverine has a very specific set of skills, so no one is calling in his help to make an arcana check.
Conclusion
To make a character who your friends will like and remember long after the campaign is over, one of their qualities will need to be that they were a team player. Because, honestly, who wants someone in the group who isn’t? When your character has their moment in the spotlight, play it out the best you can, bow and then step off the stage. Then, when a fellow party member has their moment, be the first one to applaud at the end and congratulate them.
During your journey, run your character as an extension of yourself and your imagination, always considering their motives and constantly allowing it to drive them. Finally: This is D&D! Don’t be afraid to give your DM a run for their money in whatever form it may take. Just make sure it is in line with how your character has consistently behaved and then let the dice fall where they may.