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— CH. 1 · INTRODUCTION —

Character creation

6 min listen · Ch. 1 of 6
6 sections
  • Character creation is the first act every player performs before a role-playing game can begin. Before a single die rolls across the table, before the gamemaster describes the opening scene, each player sits down with a blank character sheet and makes a series of decisions that will shape everything that follows. Who is this person? What can they do? Where did they come from? The answers get recorded on that sheet as a mix of numbers, traits, and informal descriptions covering physical appearance, personality, personal history, and possessions. Games with a fantasy setting add further layers: race, class, species. The resulting document is not just a collection of statistics. It is a direct characterization, a portrait of someone who does not yet exist but is about to. What makes this process so varied across games is the question of who gets to make those decisions, and how much control the player is actually given.

  • Some games strip the decision away from the player entirely. A formula or table maps one statistic directly to another, and the result is predetermined. In other cases, the gamemaster sets the character's traits before the player sits down. These prescribed systems prioritize consistency over personal expression, ensuring every character entering a given scenario meets the same baseline. Random generation sits at a different point on the spectrum. Rolling dice and consulting tables introduces genuine unpredictability: the full range of possible values can appear for any given statistic, which produces real diversity among newly made characters. The tradeoff is that players have little control over the scores they receive. One of the most recognized examples comes from Dungeons and Dragons, where certain editions have the player roll four six-sided dice and add the highest three results, generating an ability score somewhere between 3 and 18. In the first editions of the Stormbringer role-playing game, even a character's race and class are left to chance: the player rolls a hundred-sided die and consults the appropriate table for each.

  • Point distribution gives players a budget. A fixed pool of character points gets spread across various statistics, with higher scores costing more points per level than lower ones. Costs can vary between statistics within the same category, and each score usually has a defined upper and lower limit. The Hero System, which grew from the earlier Champions game, built its identity around this approach. So did GURPS, the World of Darkness series, and the Amber Diceless Roleplaying Game, which replaces dice entirely with an auction mechanism. Some editions of Dungeons and Dragons include an optional point-buy method alongside their default rolling rules. The appeal is transparency: a player who understands the cost of each trait can build toward a specific concept rather than hoping the dice cooperate. The system rewards planning and tends to produce characters whose abilities reflect deliberate choices rather than luck.

  • Narrative generation takes a different approach altogether: instead of distributing points or rolling isolated scores, the player simulates the character's life before play begins. The Traveller role-playing game and the Empire of the Petal Throne and Harnmaster systems use this technique, as do certain computer role-playing games including Mount and Blade and Darklands. A player chooses a family origin and then works through a series of life checkpoints: early education, young adulthood, careers, tours of duty. Each stage applies modifiers and grants skills, advantages, and possessions, or introduces setbacks and disadvantages. A player can even push a character through additional career cycles to trade away the character's youth in exchange for more skills and material advancement. Levels of randomization and player agency differ across specific systems, so two games using this technique can feel quite different in practice.

  • Templates exist to accelerate the process. A template is a sample character representing a genre-typical archetype: a thief who can move quietly, pick locks, disarm traps, and climb walls, defined in the terms the game system uses. Some games offer templates as optional tools. Players can adopt, modify, or ignore them freely. Shadowrun and GURPS both take this flexible approach, treating templates as a starting point rather than a constraint. Other games make templates mandatory, using the character class concept to provide both direction and limitations through the entire arc of play. Dungeons and Dragons introduced this mandatory class structure, and it was adopted by the d20 System and by Palladium Books' Megaversal system, among others. A mandatory class does more than organize character creation: it shapes what a character can become long after the first session ends. Castle Falkenstein offers a compact illustration of how assignment can work without randomness: every player receives the same pre-defined set of ability scores and then freely chooses which abilities to assign each score to, with the option to buy higher scores by balancing them against lower ones.

  • Character advancement picks up where character creation leaves off. Once a game is underway, players modify existing statistics and add new traits, usually by spending experience points or gaining a new experience level. The rules for advancement typically mirror the rules used during creation; the main difference is that changes are incremental rather than wholesale. In Stormbringer 3rd edition, racial and national background modifiers can shift nearly all attribute scores by amounts that may themselves be randomly determined, with a potential range reaching up to two-thirds of an attribute's initial value. That built-in variability means the gap between characters of the same nationality can be substantial. The same logic applies across systems: what a character was at the beginning and what they become by the end of a campaign are products of the same ruleset, just applied at different scales and over very different stretches of time.

Common questions

What is character creation in a role-playing game?

Character creation is the process of defining a player character before a role-playing game begins. The result is recorded on a character sheet that may include physical, mental, psychological, and social attributes, skills, personal history, appearance, and possessions. It is the first step taken by players, as opposed to the gamemaster, in preparation for a game.

What is the difference between random generation and point-buy in character creation?

Random generation uses dice rolls to determine character statistics, allowing the full range of values but giving players little control over their scores. Point-buy systems give players a pool of character points to distribute among statistics, with higher scores costing more points, allowing deliberate character building. Both methods appear in different editions of Dungeons and Dragons.

What role-playing games use narrative character generation?

Traveller, Empire of the Petal Throne, and Harnmaster use narrative generation, as do the computer role-playing games Mount and Blade and Darklands. In this technique, players simulate their character's life through checkpoints such as early education, young adulthood, and career tours of duty before play begins.

How does the character class system work in Dungeons and Dragons?

Dungeons and Dragons introduced the mandatory character class concept, in which a character's class provides both direction and limitations during character creation and throughout the rest of play. This system was later adopted by all d20 System games and by Palladium Books' Megaversal system.

What games use point distribution for character creation?

The Hero System (including its predecessor Champions), GURPS, the World of Darkness series, and the Amber Diceless Roleplaying Game all use point distribution to determine character statistics. Some editions of Dungeons and Dragons also include an optional point-buy method alongside their default dice-rolling rules.

What is character advancement and how does it relate to character creation?

Character advancement is the improvement of a character's statistics after the game begins, typically by spending experience points or gaining a new experience level. It uses similar rules to character creation, but changes are incremental rather than wholesale.

All sources

8 references cited across the entry

  1. 1BookThe Creation of Narrative in Tabletop Role-Playing GamesJennifer Grouling Cover — McFarland — 2010
  2. 2BookThe Oxford Handbook of Critical Improvisation Studies, Volume 2Celia Pearce — 2016