Notes on Making Characters for Robowars


Jed Reynolds ::: Tue Oct 10 20:39:06 PDT 1995

To breathe or not to breathe: that is the question. Whether 'tis nobler of players to breath life into thier characters or to suffer the boredom of having a flat, manilla character.

-Xaxesphere, 4040

Game Masters and players have the most fun in any roleplaying game just making up characters. I know I do, most of my friends do, and people even like playing more than one character at a time. (Which is not very advisable in Robo.) How does one go about making a character for Robowars? Simple...sort of.

Each DM has a different preference on how they make characters and NPCs. Each player has completely different ideas about how they want thier characters to end up? Who should choose? Who's right?

Well, it's a concensus, really. There's two ways about it that I use. First, the players and the DM have to settle on whether the module the DM has in mind needs new or precise characters different from the characters existing for the players. That's a good place to start.

Often, I don't have a module in mind when people ask me to DM. I just come up with a module off the top of my head. So I usually go with what character the player already has. Sometimes this is challenging to me, since it's hard to think up modules for some of these characters, which usually turn out to be very priveleged in the game or just flat out powerful. The best characters are created between a player and a DM! Unless the player wants to DM, then someone has an ego problem...

I find that characters and modules have to "match"...if a character is too big or too small for the module, something has to give. To me, characters are a dime a dozen. You can make a character out of thin air, and when I play, I like to challenge the DM with a really asinine character. This leads me to a point, however...new characters shouldn't be made up by players alone! Not a lot of people who play role playing games understand what a pain in the ass it is when they come up to you with some bass ass character that they want you to DM. No. What I usually end up doing when someone wants to make a character is ask them a few questions, with usually in this order:

  1. Occupation

    This is usually the easiest for people to think up. They don't really care, or often they want to be something predictable like a mercenary or a scientist. In Robo, your character can have any job or role you want, but it should be...modest. Don't just let anyone be...the leader of the Triconians, say. That messes with history a little to much. But I'm not going to stop you if you do...

  2. Species or Race

    I usually DM modules in the Triconian/Orisian/Cyran sectors, so there are some pretty clean choises there. But I don't exclude new ideas from my modules...I'm flexible, and you should be too! Occasionally if someone wants to be a shape shifter, well...I'll grant that, but it's not going to be a fancy shape shifter. It's all well to have a powerful species and all, but if you're playing with other players who want human characters, you have to make the module fair. Common sense. Sometimes player's requests are just to extreme, and you'll have to let them down. Tell them, "another module...I'll think one up just for that character."

  3. Nationality

    Not all nations have thier own species or race. People ask for a Triconian character, and they ask, what's a Triconian? Is it like a Cyran? Well, Triconians are whomever belongs to the Triconian Nation, and you can be a Cyran and a Triconian.

    You can make up nations or neutral worlds or nations on neutral planets at any time. I do. It's such a big galaxy you shouldn't worry about "if there's enough room"--trust me: there is.

  4. Two Hobbies

    Oh! Oh! I want to be a mercenary! Kill things!
    Yeah, whatever. You're a mercenary. But no one in the universe, as far as I know, or unless they're very peculiar, does nothing but be a mercenary! But people don't get it until you tell them: you do other things besides kill people.
    Characters must have depth!
    It is instrumental to make your players engineer at least a token amount of depth into your character. Otherwise they wouldn't be characters... they'd be machines.

    Occasionally, as a DM, you can come up with a character created by a master monster of some sort that has nothing to do but one thing. They make interesting characters, but you have to work closely with your player to make them understand the nuances of having a mono-motivated character. They're hard to play and to DM. Just ask Jason!

    A TIP: Don't let your player choose two hobbies that are: killing and/or making weapons. It's just too shallow, unless your character also wants to be a blathering psychopath (which have been played before).

    The more depth a character has, the more fun it will be to play. You can have many more than just two hobbies for a character.

  5. Appearance

    Pretty simple and straightforward, but keep in mind it's still very important to maintain some consistency with thier occupation. Once someone came up with a "programmer" character, who dressed like a bum. I said, "Sure, but if you dress like a bum, you'll be sitting on a street corner."

  6. and

    A Name

    This is usually the hardest one for people to come up with. Make it good, or make it rememberable. Those are the only two guidlines I've kept. If you like it, write it down. If you're not going to write it down, you better choose a name you're going to remember. Jason, Robb, Mieq, Trav and I have had to re-engineer so many characters because we totally forgot their names...or anything else about them!

    You might also want to try non-standard, non-enthnocentric names as well. It makes sense that the heros of the Triconian Empire have names such as Allan Hawk, Micheal Stirling, and Jason Blackthorn. Very characterized. If you think about it, it makes no sense for a Feral Cyran character from a farming colony to be named Frank Jones. Common names erode and evolve in societies in just a few years...we're now 5000 years in the future...Xaxq cuziilOR might be a common name. Who knows? Be creative!


    The First Thing A Character Should Know

    His/Her/Its Childhood. You can't possibly play in character if you don't have a culture. People's childhoods create their culture. It's actually rather important, because players idenitfy with it rather quickly.


    Common Character Choises

    Most of the characters I've DMed have been thus:
  7. Mercenaries -- 30
  8. Leaders of the Triconian Nations -- 29
  9. Scientists -- 15
  10. Gun Dealers/Rouge Traders -- 14
  11. Military Recruits -- 10
  12. Children -- 5
  13. Valhallans -- 4
  14. Martial Arts Masters -- 2
  15. Triconian Drop-outs -- 4
  16. Time Travelers -- 3
  17. Cops -- 1
  18. Electritian -- 1
  19. Daytime TV Star -- 1
  20. Losers -- 190 ... Just Kidding, guys!

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