Roleplay 

Character Tips And Tricks

Character Tips and Tricks

Heya Roleplayers. I'm just making this thread to share a few tips, ideas and methods I use to try to make interesting characters. These aren't big nor complex enough to make into separate posts, so I'm just going to lump all these little things here. This isn't a checklist. None of these things are mandatory, or possibly even that good. I'm not stating facts here I'm just sharing what works for me. I'm going to be stating them as facts for linguistic simplicity, but just keep in mind this isn't the only way to do things. Hopefully these will help you make characters that seem more alive, interesting, and three dimensional. I'll try to keep this updated as I keep thinking of more advice. So, without ado, starting with the first tip.


A great character, needs two things.
Those being, a good concept, and good characterization. Completely lacking in one of these, no matter how great the other one is, will make a dull character. Excelling in both will make an extremely interesting character.

A concept is the idea behind what the character is, why they do what they do, and what their personality and goals are like. For example, a concept might be "A carefree Cielothar who values freedom and struggles with apathy or a fear of being tied down." A good concept will create a character that offers lots of development, and their impact on the world will be memorable.

In contrast, characterization is how we get our concept across from vague ideas, into hints during the roleplay as to motive and values, or just personality. This is related to your skill as a writer. A great way to do this is with word choice, not just with dialogue but with emotes as well. I've already got a speech pattern guide, but I am going to add some more bits of advice for speech patterns and word choice further down. Ultimately your goal with good characterization is that within ten minutes of meeting your character, someone should be able to tell who they are as a person, what they want, and what they value.



Some word choice tips that didn't get covered in my previous guide
Create a list of words (and I mean an actual list somewhere, like a word document) for nouns and adjectives to use in emotes. Things like, rather than walk use stride, stagger, pace or shuffle. Rather than said, use boomed, announced, queried, stuttered or suggested. Words to describe someone's body shape or just specific parts of them should also be added. These could be bulbous, round, cherry, sharp, slick, greasy, meaty or rigid for example. It'll help a lot to bring the character to life, but choose carefully. Only add words that actually give the impression of the character you want to give, consider what the words you choose say about the character.

Whenever your character is wishing someone well, this is the perfect time to make a very deliberate word choice. Because what your character wishes upon someone else is a great opportunity to show what they value themselves. For example, a bad choice is "Have a good day" since this is generic and doesn't carry much meaning. Something like "May you be blessed" shows a character as faithful. Or "Happy travels" shows a character as a light-hearted adventuring fellow.



Active vs Passive character goals
What's the difference? You're incapable of asking because this was written well before you are reading it. However, I shall answer anyway. An active goal in essence requires your character to approach others, and grow, to achieve it. While a passive goal either does not requires your character to approach others, or requires that other characters to approach you to accomplish it. An active goal will generate RP while a passive goal can only react to the situations set up by others. The way I see it, while there is nothing wrong with a passive goal, a character with an active goal will come across as far more interesting. Plus, take it from my personal experience, if you give your character an active goal they'll end up in the strangest situations.


A goal doesn't need to be achievable
This is quite simple. A character goal doesn't honestly need to be possible for the character to achieve. It's quite interesting if it's not within their reasonable grasp. They rage against the universe in pursuit of their goal that they are always following but will never reach. Plus, every now and then, they'll surprise you and take quite a step forward.



Goal trees

A complex idea that is rather simple at its core. Characters are rarely only motivated by a one line goal. Instead their goals are means for them to reach some overarching goal. To create what I call a 'goal tree' start with your character existing goal. Then, ask them "why do they want this?" is it to impress someone, gain wealth or power, build a legacy? Write that down as a 'branch up on the tree' and then do the same thing, until you can go no further. Then, once that's done, take each part of their goal and ask, "How are they going to get this?" and write this as a 'down branch'. This has a few advantages. One, if you ever need to know why your character is doing something you'll always be able to relate it back to their overall goal. And, if one step is achieved, or they drop that goal for some reason, they can slide over and reassess their situation before creating a new goal. This is also a great way for turning passive goals into active ones without changing the character.




Weaknesses are more memorable than strengths

Basic advice here. A character is generally remembered of their weaknesses. They'll be remembered for what stops them from reaching their goal. However, there is an exception to this, antagonist characters (but that's another can of worms) are generally more memorable for their strengths. A weakness can be a physical disability (age, crippled, physically weak and small), an undesirable part of their personality (overly aggressive, timid, not very bright), or something else entirely. However, for this to work their weakness can't be a side part of their lives. Achilles heels are great, but that's not what this is. This is something that actively stops the character achieving their goal, and they must overcome or find a way around it.


Create the world's worst _____
This isn't a tip so much as it is my method for creating some of my favorite characters. Make the world's worst ____. What is ____? Well, anything that a character can be really. A racial archetype like Orc or Allar, a job like guard, medic or cultist, or something else entirely that would normally define a character. Now, make a character that either it is expected of to do ____, but isn't very good at ____ and would rather do something else entirely. Or make a character that really wants to be ____, but doesn't have the aptitude or ability for it. Now, they must find a way to use their strengths to overcome this and accomplish their goals. Now of course this method only works when making entirely new characters as it gives you a basis to build on. Also because of the above-mentioned issue that villains aren't remembered for their weaknesses, this method doesn't work so well with antagonist characters.


Anyhow, I hope this advice helped. Best of luck creating wonderful characters all! If you've got any short tips and tricks of your own put them down as a reply to this thread.
 
Character Tips and Tricks

Heya Roleplayers. I'm just making this thread to share a few tips, ideas and methods I use to try to make interesting characters. These aren't big nor complex enough to make into separate posts, so I'm just going to lump all these little things here. This isn't a checklist. None of these things are mandatory, or possibly even that good. I'm not stating facts here I'm just sharing what works for me. I'm going to be stating them as facts for linguistic simplicity, but just keep in mind this isn't the only way to do things. Hopefully these will help you make characters that seem more alive, interesting, and three dimensional. I'll try to keep this updated as I keep thinking of more advice. So, without ado, starting with the first tip.


A great character, needs two things.
Those being, a good concept, and good characterization. Completely lacking in one of these, no matter how great the other one is, will make a dull character. Excelling in both will make an extremely interesting character.

A concept is the idea behind what the character is, why they do what they do, and what their personality and goals are like. For example, a concept might be "A carefree Cielothar who values freedom and struggles with apathy or a fear of being tied down." A good concept will create a character that offers lots of development, and their impact on the world will be memorable.

In contrast, characterization is how we get our concept across from vague ideas, into hints during the roleplay as to motive and values, or just personality. This is related to your skill as a writer. A great way to do this is with word choice, not just with dialogue but with emotes as well. I've already got a speech pattern guide, but I am going to add some more bits of advice for speech patterns and word choice further down. Ultimately your goal with good characterization is that within ten minutes of meeting your character, someone should be able to tell who they are as a person, what they want, and what they value.



Some word choice tips that didn't get covered in my previous guide
Create a list of words (and I mean an actual list somewhere, like a word document) for nouns and adjectives to use in emotes. Things like, rather than walk use stride, stagger, pace or shuffle. Rather than said, use boomed, announced, queried, stuttered or suggested. Words to describe someone's body shape or just specific parts of them should also be added. These could be bulbous, round, cherry, sharp, slick, greasy, meaty or rigid for example. It'll help a lot to bring the character to life, but choose carefully. Only add words that actually give the impression of the character you want to give, consider what the words you choose say about the character.

Whenever your character is wishing someone well, this is the perfect time to make a very deliberate word choice. Because what your character wishes upon someone else is a great opportunity to show what they value themselves. For example, a bad choice is "Have a good day" since this is generic and doesn't carry much meaning. Something like "May you be blessed" shows a character as faithful. Or "Happy travels" shows a character as a light-hearted adventuring fellow.



Active vs Passive character goals
What's the difference? You're incapable of asking because this was written well before you are reading it. However, I shall answer anyway. An active goal in essence requires your character to approach others, and grow, to achieve it. While a passive goal either does not requires your character to approach others, or requires that other characters to approach you to accomplish it. An active goal will generate RP while a passive goal can only react to the situations set up by others. The way I see it, while there is nothing wrong with a passive goal, a character with an active goal will come across as far more interesting. Plus, take it from my personal experience, if you give your character an active goal they'll end up in the strangest situations.


A goal doesn't need to be achievable
This is quite simple. A character goal doesn't honestly need to be possible for the character to achieve. It's quite interesting if it's not within their reasonable grasp. They rage against the universe in pursuit of their goal that they are always following but will never reach. Plus, every now and then, they'll surprise you and take quite a step forward.



Goal trees

A complex idea that is rather simple at its core. Characters are rarely only motivated by a one line goal. Instead their goals are means for them to reach some overarching goal. To create what I call a 'goal tree' start with your character existing goal. Then, ask them "why do they want this?" is it to impress someone, gain wealth or power, build a legacy? Write that down as a 'branch up on the tree' and then do the same thing, until you can go no further. Then, once that's done, take each part of their goal and ask, "How are they going to get this?" and write this as a 'down branch'. This has a few advantages. One, if you ever need to know why your character is doing something you'll always be able to relate it back to their overall goal. And, if one step is achieved, or they drop that goal for some reason, they can slide over and reassess their situation before creating a new goal. This is also a great way for turning passive goals into active ones without changing the character.




Weaknesses are more memorable than strengths

Basic advice here. A character is generally remembered of their weaknesses. They'll be remembered for what stops them from reaching their goal. However, there is an exception to this, antagonist characters (but that's another can of worms) are generally more memorable for their strengths. A weakness can be a physical disability (age, crippled, physically weak and small), an undesirable part of their personality (overly aggressive, timid, not very bright), or something else entirely. However, for this to work their weakness can't be a side part of their lives. Achilles heels are great, but that's not what this is. This is something that actively stops the character achieving their goal, and they must overcome or find a way around it.


Create the world's worst _____
This isn't a tip so much as it is my method for creating some of my favorite characters. Make the world's worst ____. What is ____? Well, anything that a character can be really. A racial archetype like Orc or Allar, a job like guard, medic or cultist, or something else entirely that would normally define a character. Now, make a character that either it is expected of to do ____, but isn't very good at ____ and would rather do something else entirely. Or make a character that really wants to be ____, but doesn't have the aptitude or ability for it. Now, they must find a way to use their strengths to overcome this and accomplish their goals. Now of course this method only works when making entirely new characters as it gives you a basis to build on. Also because of the above-mentioned issue that villains aren't remembered for their weaknesses, this method doesn't work so well with antagonist characters.


Anyhow, I hope this advice helped. Best of luck creating wonderful characters all! If you've got any short tips and tricks of your own put them down as a reply to this thread.
 


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