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Character creation

The 1st of January 1974 marked the release of Dungeons & Dragons, the game that turned character creation from a simple list of stats into a ritual of imagination. Before this date, tabletop gaming existed, but it lacked the deep, personal investment that comes from building a person from scratch. The process of character creation is the first step taken by players, distinct from the gamemaster, to prepare for a game. It is the moment where a blank sheet of paper transforms into a living, breathing entity with physical, mental, psychological, and social attributes. This result is recorded on a character sheet, serving as the direct characterization that will guide every decision, every roll, and every story arc. The sheet may include informal descriptions of physical appearance, personality, personal back-story, and possessions, all of which are recorded to define the character's existence within the game's mechanics. Games with a fantasy setting may include traits such as race, class, or species, adding layers of complexity to the initial definition. This process is not merely administrative; it is the foundation upon which the entire narrative structure of a role-playing game is built.

The Dice Decide Fate

In the first editions of the Stormbringer role playing game, the character's race and class were determined by rolling 1d100 and looking up the result in the appropriate table, leaving the player with little control over the scores. This method of random choice allows the full range of values to be generated for each statistic, leading to diversity among newly generated characters, but it also introduces an element of chaos that can frustrate or delight a player. For example, in some editions of Dungeons & Dragons, the player rolls 4d6 and adds the highest three numbers to generate an ability score from 3 to 18, a system that can result in a character who is either a hero or a liability depending on the luck of the draw. Games that do not use point distribution to determine all statistic values use different methods for different types of statistic, such as rolling once for each attribute and using whatever result occurred on the dice. In Basic Dungeons & Dragons, Marvel Super Heroes, or Stormbringer 3rd edition, the player rolls once for each attribute and must use whatever result occurred on the dice for that statistic. This randomness ensures that no two characters are exactly alike, but it also means that a player might spend hours building a character only to find that their chosen class is incompatible with their rolled stats. The tension between player agency and the unpredictability of the dice is a defining feature of early role-playing game design.

The Architect's Point System

The Hero System, including its predecessor Champions, and GURPS, the World of Darkness series, and the Amber Diceless Roleplaying Game with its unusual auction system, all utilize point distribution to determine statistics, giving players a high degree of control over their creations. In a point distribution system, higher scores cost more points per level than lower ones, and costs may vary between statistics within a category, creating a strategic puzzle for the player to solve. Usually, there is an upper and lower limit for each score, and additional constraints may apply, depending on the game system. Some Dungeons & Dragons editions also have an optional point buy method for determining ability scores, allowing players to tailor their characters to specific roles without the risk of rolling poor stats. Games that don't use point distribution to determine all statistic values use different methods for different types of statistic, such as a few attributes with an assigned value each, but a large number of customizable skills. This method allows for a more balanced and predictable character creation process, where the player can plan their character's development with precision. The trade-off is that the character may lack the unique quirks and unexpected strengths that come from random generation, but the player gains the ability to create a character that fits perfectly into the intended narrative or gameplay style.

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Role-playing game terminology

The Life Before Adventure

In the Traveller, Empire of the Petal Throne and Harnmaster RPGs, narrative generation models a character's life prior to becoming an active adventurer, allowing the player to choose family origin and make further decisions at specific life checkpoints such as early education, young adulthood, or tours of duty in various careers. Each stage applies modifiers and gives the character the opportunity to develop skills, advantages, and possessions, or to suffer setbacks and disadvantages, creating a rich backstory that informs the character's motivations and abilities. In some cases, a player may run through repeated career cycles to sacrifice character youth for additional skills, experience and material advancement, a process that adds depth and complexity to the character's history. Levels of randomization and player agency vary depending on the specific system, but the goal is always to create a character with a past that feels real and lived-in. This technique is also used in some cRPGs such as Mount & Blade and Darklands, where the player's choices during character creation can have lasting effects on the game's narrative and mechanics. The result is a character who is not just a collection of numbers, but a person with a history, a family, and a set of experiences that shape their worldview and actions.

The Race and Class Divide

In many games, certain statistics are slightly increased or decreased depending on the character's race and sometimes profession, a mechanic known as racial or occupational modifiers. In Dungeons & Dragons, for example, non-human races typically increase one ability score by two on a scale of 3 to 18 while another is lowered by the same amount, creating a trade-off that players must consider when choosing their character's race. In Stormbringer 3rd edition, nearly all nationalities subraces cause adjustments of some or all attribute scores by an amount that is usually randomly determined and has a range of up to two-thirds of an attribute's initial value, adding another layer of complexity to the character creation process. In point-distribution systems, these modifiers generally contribute to a race's point cost, while in other systems, it is up to the race's designer to balance different races against each other if this is desired. This system of modifiers ensures that no race is universally superior, forcing players to consider the strengths and weaknesses of each option before making their choice. The result is a diverse array of characters, each with their own unique set of advantages and disadvantages that reflect the game's world-building and design philosophy.

The Template and The Class

To speed up and simplify the character creation process, many games use character templates, which are sample characters representing genre-typical archetypes. These templates can be completely ready-made or only define the statistics necessary for a character to fill a particular occupation or dramatic role, such as a thief who should know how to move quietly, pick locks, disarm traps, and climb walls. In some games, these templates are only an optional character creation aid that has no prescribed effect on the rest of the game, allowing players to flexibly modify them according to the game's character creation rules or ignore altogether, as is the case in games that try to give the player as much control over the character creation process as possible, such as Shadowrun or GURPS. Other games use templates as a mandatory tool to provide direction and limitations to character creation and development, a concept known as the character class, which was introduced by Dungeons & Dragons and is now used in all d20 System games and has been adopted by many others, such as Palladium Books' Megaversal system. This system of templates and classes provides a framework for character creation, ensuring that players have a clear understanding of their character's role and abilities while still allowing for customization and personalization.
The 1st of January 1974 marked the release of Dungeons & Dragons, the game that turned character creation from a simple list of stats into a ritual of imagination. Before this date, tabletop gaming existed, but it lacked the deep, personal investment that comes from building a person from scratch. The process of character creation is the first step taken by players, distinct from the gamemaster, to prepare for a game. It is the moment where a blank sheet of paper transforms into a living, breathing entity with physical, mental, psychological, and social attributes. This result is recorded on a character sheet, serving as the direct characterization that will guide every decision, every roll, and every story arc. The sheet may include informal descriptions of physical appearance, personality, personal back-story, and possessions, all of which are recorded to define the character's existence within the game's mechanics. Games with a fantasy setting may include traits such as race, class, or species, adding layers of complexity to the initial definition. This process is not merely administrative; it is the foundation upon which the entire narrative structure of a role-playing game is built.

The Dice Decide Fate

In the first editions of the Stormbringer role playing game, the character's race and class were determined by rolling 1d100 and looking up the result in the appropriate table, leaving the player with little control over the scores. This method of random choice allows the full range of values to be generated for each statistic, leading to diversity among newly generated characters, but it also introduces an element of chaos that can frustrate or delight a player. For example, in some editions of Dungeons & Dragons, the player rolls 4d6 and adds the highest three numbers to generate an ability score from 3 to 18, a system that can result in a character who is either a hero or a liability depending on the luck of the draw. Games that do not use point distribution to determine all statistic values use different methods for different types of statistic, such as rolling once for each attribute and using whatever result occurred on the dice. In Basic Dungeons & Dragons, Marvel Super Heroes, or Stormbringer 3rd edition, the player rolls once for each attribute and must use whatever result occurred on the dice for that statistic. This randomness ensures that no two characters are exactly alike, but it also means that a player might spend hours building a character only to find that their chosen class is incompatible with their rolled stats. The tension between player agency and the unpredictability of the dice is a defining feature of early role-playing game design.

The Architect's Point System

The Hero System, including its predecessor Champions, and GURPS, the World of Darkness series, and the Amber Diceless Roleplaying Game with its unusual auction system, all utilize point distribution to determine statistics, giving players a high degree of control over their creations. In a point distribution system, higher scores cost more points per level than lower ones, and costs may vary between statistics within a category, creating a strategic puzzle for the player to solve. Usually, there is an upper and lower limit for each score, and additional constraints may apply, depending on the game system. Some Dungeons & Dragons editions also have an optional point buy method for determining ability scores, allowing players to tailor their characters to specific roles without the risk of rolling poor stats. Games that don't use point distribution to determine all statistic values use different methods for different types of statistic, such as a few attributes with an assigned value each, but a large number of customizable skills. This method allows for a more balanced and predictable character creation process, where the player can plan their character's development with precision. The trade-off is that the character may lack the unique quirks and unexpected strengths that come from random generation, but the player gains the ability to create a character that fits perfectly into the intended narrative or gameplay style.

The Life Before Adventure

In the Traveller, Empire of the Petal Throne and Harnmaster RPGs, narrative generation models a character's life prior to becoming an active adventurer, allowing the player to choose family origin and make further decisions at specific life checkpoints such as early education, young adulthood, or tours of duty in various careers. Each stage applies modifiers and gives the character the opportunity to develop skills, advantages, and possessions, or to suffer setbacks and disadvantages, creating a rich backstory that informs the character's motivations and abilities. In some cases, a player may run through repeated career cycles to sacrifice character youth for additional skills, experience and material advancement, a process that adds depth and complexity to the character's history. Levels of randomization and player agency vary depending on the specific system, but the goal is always to create a character with a past that feels real and lived-in. This technique is also used in some cRPGs such as Mount & Blade and Darklands, where the player's choices during character creation can have lasting effects on the game's narrative and mechanics. The result is a character who is not just a collection of numbers, but a person with a history, a family, and a set of experiences that shape their worldview and actions.

The Race and Class Divide

In many games, certain statistics are slightly increased or decreased depending on the character's race and sometimes profession, a mechanic known as racial or occupational modifiers. In Dungeons & Dragons, for example, non-human races typically increase one ability score by two on a scale of 3 to 18 while another is lowered by the same amount, creating a trade-off that players must consider when choosing their character's race. In Stormbringer 3rd edition, nearly all nationalities subraces cause adjustments of some or all attribute scores by an amount that is usually randomly determined and has a range of up to two-thirds of an attribute's initial value, adding another layer of complexity to the character creation process. In point-distribution systems, these modifiers generally contribute to a race's point cost, while in other systems, it is up to the race's designer to balance different races against each other if this is desired. This system of modifiers ensures that no race is universally superior, forcing players to consider the strengths and weaknesses of each option before making their choice. The result is a diverse array of characters, each with their own unique set of advantages and disadvantages that reflect the game's world-building and design philosophy.

The Template and The Class

To speed up and simplify the character creation process, many games use character templates, which are sample characters representing genre-typical archetypes. These templates can be completely ready-made or only define the statistics necessary for a character to fill a particular occupation or dramatic role, such as a thief who should know how to move quietly, pick locks, disarm traps, and climb walls. In some games, these templates are only an optional character creation aid that has no prescribed effect on the rest of the game, allowing players to flexibly modify them according to the game's character creation rules or ignore altogether, as is the case in games that try to give the player as much control over the character creation process as possible, such as Shadowrun or GURPS. Other games use templates as a mandatory tool to provide direction and limitations to character creation and development, a concept known as the character class, which was introduced by Dungeons & Dragons and is now used in all d20 System games and has been adopted by many others, such as Palladium Books' Megaversal system. This system of templates and classes provides a framework for character creation, ensuring that players have a clear understanding of their character's role and abilities while still allowing for customization and personalization.