by Vivian Abraham
What I like - background, interesting combinations, heroism
What I don't like - stereotypes, cute pop references, intolerance, apathy
- Background - social class, family issues, upbringing
- Personality - flaws, virtues, attitude
- Beliefs - religion, philosophy, code
- Class - Specialties, profession, talent, education & training
- Heritage - social unit, culture
- Physical - unusual trait, age, style
- Goals - personal, quests, subplots
- Additional Character - rival, friend, relative, pet
- Don't try to take all of the hooks. Pick three or so and flesh them out. You will be reflected in all of them, but those three will be central to your character, and make you different.
For example: the third daughter of the Master Trader, trained in negotiation from childhood, but secretly meets up with a guard from House Crab to learn the ways of the naginata. Sadly, Crab used this opportunity to blackmail her into giving them favored status, earning her mother's disapproval, resulting in her position going to her cousin. She has three major hooks: desire for revenge, rivalry with the cousin, and a personal goal of learning to defend herself. She also has the social class and upbringing as an heir to the Master Trader, personality flaws and virtues, etc, but the first three define her.
- Creative license is good, but some personality traits just don't work in a game. "Lone wolf" or "runs headlong into danger" make a cool solo character, but not if everyone in the game is part of a unit, a team. If I see a potential problem, I reserve the right to request a change.