The Depth of Cardboard
Note to the readers: While the last article was a
ranting, it made for a much happier and calmer NightLife.
So as I promised, a new article with a brand new topic.
One with lots of help and advice for you to read.
In the many games I've played in or gm'd there is at
least one or more persons who have characters who are
as deep as cardboard. A statement that I'm quite fond
of saying. What this means, is that their characters have
absolutely no personality or emotional content. They are
as one dimensional as well, cardboard. This results for
a couple of reasons. One: they are what gamers call munchkins:
The biggest, the baddest with the best equipment and skills
that a calculator and a liberal view of a game's rules
can get them. Two: there are also the Mini-Maxers, those
who calculate out the best character they can get for
the fewest points. I.E. Someone who takes unarmed combat,
concentrates in boxing, then specializes in punching.
They cram everything the can get legally into a character
and use the rules and it's loopholes to achieve a character
who can squeeze every bit of an advantage they can get
for the fewest penalties. Hence the name Mini-Maxer, the
most advantages you can get at a minimum cost. After those
two there are those who just don't know how to role-play.
While usually they try to make interesting characters
that are alive and vibrant they always fall flat. You
ask them what kind character they have and they reply
with stats and gear. "Well I'm a Street Sam"
O.K. What makes you a Samurai? "Well, I have wired
reflexes 3 and dermal plating....." No, what makes
you a Street Sam? (The player flips over the character
sheet.) "Well, I have a ingram valiant and a predator
2." No, who are you and what made you into who you
are? "I've got all these guns and, and...(blank stare)".
Never mind geez. They really try and just fall flat on
their faces. Now that the problem has been stated let's
get onto the solution.
There are a few steps to handle this, while none of them
alone promise success, the total combined with a modicum
of acting ability will provide a role-playing experience.
The most basic technique is to have the start by filling
in the twenty questions in the main book. There are also
more extensive versions of these questions The one that
I use, I got off the Internet which is 50+ questions.
I'll post them at the end of this article. Now the mini-maxer
and munchkin will give you one or two word answers. Which
don't add up to much. Send them back, until they have
produced a version of these answers that are whole sentences.
Also make sure none of the answers a cliché. Nothing
like "Well, all my relatives have been killed off"
or "My parent(s)/sister(s)/brother(s)/friend(s) don't
like me or believe me to be dead". I've never encountered
anybody with no family. They may hate each others guts
or they may not even know that the other exists or they
may not even seen them since they were three years old,
but they exist.
Never settle for a PC that has no emotions. "I'm
an ex-corporate solider or I'm a Mafia Leg Breaker"
etc....who has had his ability to feel, totally destroyed
by their employers. Everybody has emotions no matter how
deeply they're buried. I can't tell you how sick I am
of coming across Street Sammie wannabe's with the attitude
of "Nothing Bothers me" I can kill and kill
all day long. Barbecue kids in front of their parents
and napalm a school bus full on elderly nuns. These characters
may have buried their feelings so deep they may have trouble
finding them, but they do surface from time to time, usually
late at night when they're all alone. Remember that being
all alone is what drives people to the brink of insanity
and over it. The munchkins, who play these characters
are just trying to get into a situation were power is
the answer to everything. These munchkin style characters
have no personality nor disadvantages. All they want is
the pro's of being two tons of death and none of the cons.
They cram every bit of cyber/bioware they can into their
bodies all they can fit at beta grade or better. They
ignore the real cost of being two tons of death and destruction.
They gleefully run past the price that they have paid
with their humanity. That is if they bothered to have
any. With this loss of their character's humanity comes
the lack of any real life. This loss precludes the chance
they had to interact with the rest of the human race.
When they get around to playing mages they always have
a fire elemental or two on hand. Their personalities are
always cold and calculating, devoid of any social graces,
and they have a moral code that most mad scientists would
call inhuman. When they are badgered into playing shamans
they always pick combat totems and/or completely ignore
the precepts of that totem. If they can't find a totem
they like, they will make their own. With all the bonuses
they want and no disadvantages. Like some of the versions
of Tiger and Panther I've seen on the internet.These are
the gamers play the runners who have a 1.5 million on
hand, and live in luxury penthouses, and only run for
the thrill. Bull, no sane individual runs the shadows
for longer than they absolutely have to. The shadows aren't
fun to live in and more characters have died there than
can be counted. ( Now that was a little rant wasn't it.?
:-) )
Back to the answering questions. After getting back answers
that resemble whole sentences. Review the answers you
get back and make sure that one of two things hasn't happened.
One they have just created a duplicate of themselves.
These duplicates are only one step removed from the actual
player. The only difference is that the character has
more power than the actual player. Or two: The character
is practically a clone of a previous one. With problem
#1 make send them back until you're sure the character
that has been created is a separate entity from themselves.
With option #2 send them back to make someone different.
Supervise it if you have to, and hit them with a rolled
up newspaper if they try it again. ( That's a joke son.
) The next step is to turn the questions into a character
biography. A story if you will, of how the character developed
into who and what they are today. I'd suggest a length
of no less than 3 typed single spaced pages. Anything
less lets the munchkin and mini-maxer off the hook as
all you will get is their two word answers fluffed out
a bit to make the required length. Typo's don't matter
unless they make the bio look like something a fifth grader
would write. These Biographies should all have a strong
starting point for the character. Now while it is not
necessary for them to map out their entire childhood some
major points of changes should be listed. Things like
when they joined the gang in their neighborhood or when
daddy shipped them off to military school. Next should
come their adolescent year aged from 13 to about 17 that
will entail how they begin to make the transformation
from child to adult. It will include graduations, leadership
roles, rising in a gang's power structure of making those
first fledgling steps to the world of the shadow going
from being a fetch-it boy to a thug. The ages of 18+ are
when the character finally steps into the lives they are
going to lead. While this may sound cliché, most
runners are in their 20's, but there are always exceptions
like on character in my campaign named Tool who went on
his first run when he was 46.
In this process I've just elaborated on, make sure they
note when they began to pick up their skills and how they
learned them. List out when they got their cyber/bioware
and why. Have them make up a story to describe how the
first discovered their arcane powers. Did they intuitively
toss a spell or manifest their physical adept's powers
spontaneously in some crisis or did some teacher see their
hidden talent and shape them. Did your shaman's totem
choose you or have you always been in sync with it. Did
your god tell you of your destiny or did you find an icon
of power that told you of your path. These are the defining
events I've been speaking about. This is what gives a
sense of depth to a character and takes them beyond the
numbers that give a player dice.
After you have the bio together it's time to come up
with a detailed character description. Flesh it out as
much as possible, with things like favorite color schemes
or styles that your character always likes to wear. How
does your PC style his or her hair? Are you a jumpsuit
type of character or do you favor the latest styles from
Paris. Are you a wanna be cowboy or a gutter punk. How
tall is your character? Is your character a man or a woman,
and human or a troll or one of the many other metas and
their variants. Is your character overweight of slender.
Rail thin or all bulked up like Lou Ferrigno. What ethnicity
is your character are you Italian or African American,
Native American, Irish American or as German as it can
get. ( Ve haff vays of making you talk.) Does your PC
have an accent or a particular way of speaking. Do anything
to add another level of detail to your PC. If you fancy
yourself an artist draw a representation of your PC, if
you have a buddy who can, bug him into drawing one you
like. The list goes on and on.
As a gm always have these accessible to you so you can
remind people of when they are acting vastly out of character.
That way when they say I'm role-playing you can remind
them of the very precepts they laid forth themselves.
As a gm always be sure to reward those who role-play their
characters correctly and well. If they have a deficiency
that they role-play well and falter when they are supposed
to without being reminded reward them. I had a situation
in which my players had entered a building and proceeded
to their objective. When they got there and found a nest
of devil rats the mage panicked and launched a mana ball.
Everybody except for the mage and the Decker fell over
including the Street Sammie from Hell. The Decker who
had always described himself as the ultimate pantywaist
fell to the ground and started to suck his thumb, having
decided now was a good time to go catatonic. Or like another
time Tool the 46 year old techie who had never fired a
shotgun in his life was assaulted by a giant spider. Firing
at it he missed. The sammie blasted it and the pile of
goo fell to the ground. He fired the shotgun on single
shot mode at the puddle emptying of the clip of his gun.
After he expended his 15 rounds he fell to the floor moaning
and went almost completely catatonic because he had never
been in a fire fight before in his life. Things like this
always enhance the role-playing experience. Once the components
of the questions with the bio and character description
you should be ready to rock & roll or is it rock and
troll ?
Now for the 50+ questions I told you about.
1. What is your characters Sex?
2. What is your characters physical size?
3. What is the color of the characters Hair, eyes, and
skin?
4. What is the character's general appearance (i.e.,
How does he dress, etc.)?
5. Where was the character born (City, State, Hospital
Name)?
6. What is the characters date of birth?
7. What was the character's family life like?
8. Has the character begun his own family?
9. Where or how was the character educated?
10. Has the character ever done anything else for a living?
11. What are the characters beliefs on church and state?
12. Describe the characters Moral code. Include how mercenary
he is, whether or not he'll kill innocents, etc.
13. What are the character have any goals?
14. Why does the character run the shadows? (Why does
he run the shadows still, rather than getting a "real"
job?)
15. What kind of personality does your character have?
This should not necessarily be obviously stated in the
background, as it is more important for actually playing
the character, but it may color or add mood to the history.
16. What special qualities does the character possess?
This does not refer to skills, but rather at other things,
such as How he gets along with people, does he plan ahead,
etc.
17. Are their certain things the character can't or won't
do? Why?
18. What things, people, or ideas does the character
hate?
19. What things people, or ideas does the character love?
20. What is the character's name? Give both full birth
name, as well as nicknames, street names, etc.
21. Determine what your character used to do, before
becoming a shadowrunner (very important).
22. Decide why your character left his or her old job,
if he had one. (also important).
23. Come up with a reason for why the character became
a shadowrunner. (This very often will tie in with #22.
This is not the same as #14, but rather why he started
running the shadows originally. What led him to it?)
24. How did your character come to know his or her contacts?
Contacts are an important part of Shadowrun, decide how
and why you know them.
25. Does the character have a SIN? Does the character
actually use it? Or is the character one of the SINless
masses? This may be affected by the characters previous
employment.
26. Is the character a full-time shadowrunner? Or does
the character lead a Batman-like double existence?
27. Which person(s) or group(s) do you love the most?
28. Which person(s) or group(s) do you hate the most?
29. Which person(s) or group(s) do you respect the most?
30. Which person(s) or group(s) do you fear the most?
31. What is your favorite color?
32. What is your favorite food and/or drink?
33. What place would you most like to visit?
34. Which person(s) or group(s) are you most loyal to?
35. What pastime (that you participate in regularly)
gives you the most enjoyment? (WARNING: Answering Sex
for this question can and will result in penalties to
your character!)
36. What pastime (that you participate in regularly)
gives you the least enjoyment?
37. What annoys you the most? 38. What (if any) is your
favorite form of art?
39. What is your greatest goal?
40. What do you think is your characters best quality?
41. What do you think is your characters worst quality?
42. What is the most important thing you have ever done?
43. Which religion (if any) do you follow?
44. What is your most treasured possession (and why)?
45. What are your three most common dreams?
46. What is the Characters current relationship with
his family?
47. If the characters family is still alive, what do
they do, and where do they live?
48. Where did the character learn his Skills?
49. Does the character have a good luck charm? What is
it, and why?
50. What type of music does the character like? 51. List
any past serious relationships that your character has
had, and give a brief overview of the relationship.
52. Where does your character live? Why does he live
there?
53. Remember, your Gamemaster likes detail, so if you
can think of any other little details, quirks, or whatever
that you think might please the almighty GM, then add
them in as well. Oh, and your GM won't use any of these
details against you at a later date. trust me...:)
Questions originally produced by Bull at (chaos@ncweb.com)
Nightlife - 5th January 2000
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