Optimising for fluff, The Character Concept Part 2

This week we continue delving deeper into the joys of character creation. Therefore in the spirit of pushing the boundaries and maximising your experience with the game, let’s talk about optimising.... your fluff.

Not every character created decides to adventure based on wonderlust, is an orphan with no siblings, has no hobbies, interests (romantic or otherwise), or religious affiliations. I think a number of these factors can easily be overlooked when creating a character. But looking comparably with our own lives, or the lives of our ancestors, it’s very easy to determine all these little issues would be large factors in our characters day to day lives.

Uncontrollable Circumstance

I find the first step is to get a feel for the setting the character is to take part in. Is the world based in feudal times, with a strong influence from gods or magic? What is the climate like politically? Is there any unrest or war? Are the wilds encroaching on the reaches of civilisation perhaps? Are populations and cultures separated by vast distances or is it more of a cultural melting pot?
This will affect things like, is the character in a large family? Does the character come from a land where seeing another race is a great rarity? Does the character come from an area where there is a large and predominate following to a particular god? Is the character comfortable with their life, or is it one of desperation.

Defining Factors

Secondly the age and profession/background of character is integral. Primarily, the older the character is leads to a more worldly wisdom or understanding. Their chosen profession is one they likely enjoy and will direct their wisdom towards specific fields of knowledge. Inversely the younger, the more spontaneous and risky the character may act, their profession maybe something they have attained from necessity but have no interest in. Perhaps an economic collapse has led people to turn to other work. Another option is they love the profession but have to leave to fund it or to prove themselves worthy.

Filling in the Blanks

Additionally at this point I think it’s a fun idea to give your character a passion or pursuit outside of their profession, background or religion. It could be an interest in trying every wine in the land, collecting interesting stones, an obsession with the differing colouring of kobold clans. Anything could be used as long as it serves a thematic purpose that doesn’t impact too heavily on the regular game-play.

For example, a character of mine is constantly lugging around an ancient copy of Volo’s Guide to the North (a 2nd edition supplement book), which he currently refers to when heading to a new area. This book is so out dated compared to recent events that it is only ever 10% factual with the rest completely wrong. My character is constantly frustrated by the inaccuracy and amends the book, promising to find Volo one day and hold him accountable for all the inaccuracies.

Once these more important issues have been assigned, detailing a few more intimate faults or features can help anchor the role-playing around the character. These could include a phobia of any creature that slithers or has scales. A compulsive habit of avoiding any sort of dust or dirt. Becoming paranoid if enveloped in darkness. A competitive relationship with another party member in regards to whats the strangest thing found in a hill giants sack. 



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