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Posts tagged ‘Characterisation’

Characterisation

By Skimble

Characterisation is one of the most useful skills that a roleplayer can learn. Done well it adds immeasurably to the gaming experience for both players and GMs, providing memorable characters and moments that people will still be talking about many years later.

Conversely, cookie-cutter NPCs and recycled characters can drag a game down, making it feel stale and forgettable.

The aim of this article is to give you a toolbox for building and portraying memorable, interesting characters who seem real (or at least verisimilar) to the other players. For the purposes of this article, “character” is used to refer to both Player Characters and Non-Player Characters.

If you have any tips or tricks you’d like to contribute that I haven’t mentioned, please tell us about them in the comments!

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Narrative Conflict

By Skimble

Narrative conflict is an important element in the creation of drama. Since roleplaying games are in the business of telling dramatic stories that involve rich and detailed characters, it is therefore a useful concept to bear in mind when devising plot hooks or resolving the consequences of the players’ actions.

While combat might be the most obvious type of conflict it is by far not the only one that can arise.  In fact I would argue that it is one of the least narratively compelling forms of conflict.

So what are some of the other types of narrative conflict, and how can they be used effectively to tell dramatic, exciting and interesting stories?

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A DM’s Guide to Character Creation

By Andrew Moran AKA Rannos

Character Creation

The best campaigns have the best characters in them, The GM creates the story and the world and moves the plot forward, but the players themselves supply the fun and excitement that will keep them coming back week after week.

So how can a DM help?

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Failure is the Spice of Life

by Skimble

I was listening to an old episode of the podcast “Fear the Boot” recently (http://www.feartheboot.com) in which the hosts were discussing the concept of character failure and wondering why it is that players don’t allow their characters to fail more often.

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