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Character creation (also character generation / character design) is the process of defining a
player character A player character (also known as a playable character or PC) is a fictional Character (arts), character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters tha ...
in a role-playing game. The result of character creation is a direct characterization that is recorded on a
character sheet A character sheet is a record of a player character in a role-playing game, including whatever details, notes, game statistics, and background information a player would need during a play session. Character sheets can be found in use in both ...
. This may include a representation of the character's physical, mental, psychological, and social attributes and
skill A skill is the learned or innate ability to act with determined results with good execution often within a given amount of time, energy, or both. Skills can often be divided into domain-general and domain-specific skills. Some examples of gen ...
s in terms of the specific game's
mechanics Mechanics () is the area of physics concerned with the relationships between force, matter, and motion among Physical object, physical objects. Forces applied to objects may result in Displacement (vector), displacements, which are changes of ...
. It may also include informal descriptions of the character's
physical appearance Human physical appearance is the outward phenotype or look of human beings. There are functionally infinite variations in human phenotypes, though society reduces the variability to distinct categories. The physical appearance of humans, in parti ...
,
personality Personality is any person's collection of interrelated behavioral, cognitive, and emotional patterns that comprise a person’s unique adjustment to life. These interrelated patterns are relatively stable, but can change over long time per ...
, personal
back-story A backstory, background story, background, or legend is a set of events invented for a plot, preceding and leading up to that plot. In acting, it is the history of the character before the drama begins, and is created during the actor's preparat ...
("background"), and possessions. Games with a fantasy setting may include traits such as race,
class Class, Classes, or The Class may refer to: Common uses not otherwise categorized * Class (biology), a taxonomic rank * Class (knowledge representation), a collection of individuals or objects * Class (philosophy), an analytical concept used d ...
, or
species A species () is often defined as the largest group of organisms in which any two individuals of the appropriate sexes or mating types can produce fertile offspring, typically by sexual reproduction. It is the basic unit of Taxonomy (biology), ...
. Character creation is the first step taken by the players (as opposed to the gamemaster) in preparation for a game.


Character advancement

Character advancement refers to the improvement of a character's statistics later in the game. The player modifies existing statistics and adds new traits, usually by spending
experience point An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
s or gaining a new
experience level An experience point (often abbreviated as exp or XP) is a unit of measurement used in some tabletop role-playing games (RPGs) and role-playing video games to quantify a player character's life experience and progression through the game. Experien ...
. Character advancement typically uses similar rules as character creation. Changes during character advancement are incremental.


Making decisions

The process of creating a character requires making decisions about the character's attributes and skills. Each game includes its own procedures for making these decisions.


Prescription

The decision may be predetermined by the rules. This may be according to a
formula In science, a formula is a concise way of expressing information symbolically, as in a mathematical formula or a ''chemical formula''. The informal use of the term ''formula'' in science refers to the general construct of a relationship betwe ...
or a
table Table may refer to: * Table (database), how the table data arrangement is used within the databases * Table (furniture), a piece of furniture with a flat surface and one or more legs * Table (information), a data arrangement with rows and column ...
that
map A map is a symbolic depiction of interrelationships, commonly spatial, between things within a space. A map may be annotated with text and graphics. Like any graphic, a map may be fixed to paper or other durable media, or may be displayed on ...
s one or more predetermined statistics to a specific choice for another. The decision may be made by the
game master A gamemaster (GM; also known as game master, game manager, game moderator, referee, storyteller, or master of ceremonies) is a person who acts as a facilitator, organizer, officiant regarding rules, arbitrator, and moderator for a multiplayer r ...
prior to character creation.


Pre-generated options

Some games and campaign settings offer pre-generated character options for beginners or players who prefer to start playing more quickly.


Random choice

Random In common usage, randomness is the apparent or actual lack of definite pattern or predictability in information. A random sequence of events, symbols or steps often has no order and does not follow an intelligible pattern or combination. ...
choices are made by rolling
dice A die (: dice, sometimes also used as ) is a small, throwable object with marked sides that can rest in multiple positions. Dice are used for generating random values, commonly as part of tabletop games, including dice games, board games, ro ...
and either using the result directly or looking it up in a table, depending on the decision that is to be made. A random generation system allows the full range of values to be generated for each statistic, leading to diversity among newly generated characters. However, players have little control over the scores. For example, in some editions of ''
Dungeons & Dragons ''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by TSR (company)#Tactical ...
'' the player rolls 4d6 and adds the highest three numbers to generate an ability score (attribute value) from 3 to 18. In the first editions of the '' Stormbringer'' role playing game, the character's race and class both are determined by rolling 1d100 and looking up the result in the appropriate table.


Player's choice

The player makes decisions within defined restrictions. These restrictions may allow players to distribute a number of ''character points'' among various statistics. In a point distribution system, higher scores cost more points per level than lower ones, and costs may vary between statistics within a category. Usually, there is an upper and lower limit for each score. Additional constraints may apply, depending on the game system. Examples for systems that use point distribution to determine statistics are the ''
Hero System The ''Hero System'' is a generic role-playing game system that was developed from the superhero RPG '' Champions''. After ''Champions'' fourth edition was released in 1989, a stripped-down version of its ruleset with no superhero or other genr ...
'' (including its predecessor '' Champions''), ''GURPS'', the ''
World of Darkness ''World of Darkness'' is a series of tabletop role-playing games, originally created by Mark Rein-Hagen for White Wolf Publishing. It began as an annual line of five games in 1991–1995, with ''Vampire: The Masquerade'', ''Werewolf: The Apocaly ...
'' series, and the '' Amber Diceless Roleplaying Game'' with its unusual auction system. Some ''Dungeons & Dragons'' editions also have an optional '' point buy'' method for determining ability scores.


Narrative generation

As used for example in the Traveller, Empire of the Petal Throne and Harnmaster RPGs or some cRPGs such as Mount & Blade and Darklands, this technique models a character's life prior to becoming an active adventurer. The player chooses family origin then makes further decisions at specific life "checkpoints" such as early education, young adulthood, or "tours of duty" in various careers. Each stage applies modifiers and gives the character the opportunity to develop skills, advantages, and possessions, or to suffer setbacks and disadvantages. In some cases, a player may run through repeated career cycles to sacrifice character youth for additional skills, experience and material advancement. Levels of randomization and player agency vary depending on the specific system.


Determining numerical values

Determining numerical values comprises several steps that are not always distinct: #(a) Obtain a set of values and (b) select the statistics to assign them to #Assign the values to the statistics #Adjust scores by trading statistics' levels. Example: In '' Castle Falkenstein'',
abilities Abilities are powers an agent has to perform various actions. They include common abilities, like walking, and rare abilities, like performing a double backflip. Abilities are intelligent powers: they are guided by the person's intention and exe ...
are the only type of statistic. Each player gets the same pre-defined set of scores (1a) and can freely choose (1b) which abilities to assign them to (2). In addition, higher scores can be bought by balancing them with a number of low scores (3).


Obtaining and assigning values

Games that don't use point distribution to determine all statistic values use different methods for different types of statistic. For instance, there may be a few attributes with an assigned value each, but a large number of customizable
skills A skill is the learned or innate ability Abilities are powers an agent has to perform various Action (philosophy), actions. They include common abilities, like walking, and rare abilities, like performing a double backflip. Abilities are in ...
. Here are some examples of different methods: * To determine attribute values in Basic ''Dungeons & Dragons'', '' Marvel Super Heroes'', or ''Stormbringer'' 3rd edition, the player rolls once (1a) for each attribute (1b) and must use whatever result occurred on the dice for that statistic (2). * ''D&D 3.5'' allows the player to first randomly generate a number of values (1a) and then assign (2) each attribute one of them (1b). * For determining skill values, ''Stormbringer'' 3rd edition combines two methods. Some of them (1b) are predetermined (1a, 2) by the character's race and randomly chosen profession. The player then selects a randomly determined number of additional skills (1b) and rolls dice (1a) to determine starting values for them (2).


Adjusting scores

Some creation systems use a mix of point-distribution and random generation; most common among these are variant rules that allow, for instance, the alteration of the initially random stats by taking a reduction of one trait in order to increase another. Another form of adjustment are racial or occupational ("class") modifiers. In many games, certain statistics are slightly increased or decreased depending on the character's race and sometimes profession. In ''Dungeons & Dragons'', for example, non-human races typically increase one ability score by two (on a scale of 3 to 18) while another is lowered by the same amount. In ''Stormbringer'' 3rd edition, nearly all ''nationalities'' (subraces) cause adjustments of some or all attribute scores by an amount that is usually randomly determined and has a range of up to two-thirds of an attribute's initial value. In point-distribution systems, these modifiers generally contribute to a race's "point cost", while in other systems, it is up to the race's designer to balance different races against each other (if this is desired).


Templates and classes

To speed up and simplify the character creation process, many games use character templates. These are sample characters representing
genre Genre () is any style or form of communication in any mode (written, spoken, digital, artistic, etc.) with socially agreed-upon conventions developed over time. In popular usage, it normally describes a category of literature, music, or other fo ...
-typical
archetype The concept of an archetype ( ) appears in areas relating to behavior, historical psychology, philosophy and literary analysis. An archetype can be any of the following: # a statement, pattern of behavior, prototype, "first" form, or a main mo ...
s. Templates can be completely ready-made or only define the statistics necessary for a character to fill a particular occupation or dramatic role. For instance, a thief should know how to move quietly, pick locks, disarm traps, and climb walls. In some games, these templates are only an optional character creation aid that has no prescribed effect on the rest of the game. They can be flexibly modified according to the game's character creation rules or ignored altogether. This is generally the case in games that try to give the player as much control over the character creation process as possible. (Examples are ''
Shadowrun ''Shadowrun'' is a science fantasy tabletop role-playing game set in an alternate future in which cybernetics, magic in fiction, magic and fantasy creatures co-exist. It combines genres of cyberpunk, urban fantasy, and crime fiction, crime, wit ...
'' or ''GURPS''.) Other games use templates as a mandatory tool to provide direction and limitations to character creation and development. This
character class In tabletop games and video games, a character class is an occupation, profession, or role assigned to a game character to highlight and differentiate their capabilities and specializations. In role-playing games (RPGs), character classes ag ...
concept was introduced by ''Dungeons & Dragons.'' It is now used in all ''
d20 System The d20 System is a role-playing game system published in 2000 by Wizards of the Coast, originally developed for the Editions of Dungeons & Dragons#Dungeons & Dragons 3rd edition, 3rd edition of ''Dungeons & Dragons''. The system is named after ...
'' games and has been adopted by many others, such as Palladium Books' ''
Megaversal system The Megaversal system, sometimes known as the Palladium system, is a role-playing game system used in most of the role-playing game A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players as ...
''.


References

{{reflist


External links


Building Better Characters
column on RPGnet Role-playing game terminology