There ’s a lot that kick the bucket into playing atabletop roleplaying biz . The rules , the improv , the drama — and it all starts with a Player Character ( or PC ) . It can be chilling trying to make a new character for anRPG game , especially for folks who ’ve   never done it before . Here are a few handy point from a professional gamer toget thing goingand deflect common booby trap .

We talked with James D’Amato , One ShotRPG podcast emcee and author ofThe Ultimate RPG Character Backstory Guide , about how to successfully create a roleplaying game character . He shared a few tips on how to get started , what mistakes to avoid , and perhaps most importantly : Why it ’s vital to keep your eccentric flexible . Below are a few of his suggestions .

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From left: The Expanse Roleplaying Game, Monster of the Week, and Dungeons & Dragons.

From left: The Expanse Roleplaying Game, Monster of the Week, and Dungeons & Dragons.Image: Green Ronin Publishing / Image: Evil Hat Productions / Image: Wizards of the Coast

1. Start With One: Stats or Story

There are many ways to create an RPG character , but they often come down to two principal components : stats and story . Stats are the nitty - granulose numbers that determine things like how physically secure a theatrical role is , how far they can move around in a single move , and whether they ’re adept at lockpicking , fabrication , or thaumaturgy . Story involves the more individual factor : a character ’s name , where they come from , their religious or political beliefs , whether they prefer soup or salad .

“ I think there are a lot of people who might come to the game from a background of storytelling . Someone who works a lot with character and news report . You might feel extremely comfortable committal to writing up a yoke Sir Frederick Handley Page of backstory for an RPG lineament before you even stray die , ” D’Amato said . “ But there are some hoi polloi who might be coming over from television game and have a strong foundational background in read secret plan systems — and where they equip into the context of an activeness like role - performing — based on their mechanics . ”

According to D’Amato , it ’s best to start by centre on one of these components and then using it to tempt the other one . If you ’re more experienced with storytelling , create a character ’s personal story and then figure out what case of explorer , fiend hunter , or the like would match in with that imaginativeness . If you ’re like me and numbers are a full start point , build some of your fictional character ’s stats out and then use them to forge the narrative . In both cases , you may need to make alteration to come to a happy medium , but that can often change state out a few character surprises that will gainsay you in the secret plan .

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2. Don’t Make a Superhero

We all want to be the dashing warrior who gets the concluding gust against the giant but creating a character who ’s already “ The big American Hero ” risk putting your baby in the corner . D’Amato provided the model of a strong , richly - grade soldier from an army who walked forth from the fight because she did n’t believe in the cause anymore : That character is already way too experienced to be starting out on their first quest , so there ’s little room for growth or change . Plus , it can be boring to play a character who ’s really beneficial at something in theory , but in drill ca n’t do it because they ’re not a high - enough level PC yet .

“ In the first session , you ’re playing a Level One case . So the abilities your graphic symbol has do n’t really ruminate the actual experience that your backstory kind of wants them to have . You might experience the dissonance of , ‘ Oh , I imagined this really nerveless , talented hero , but I ’m kind of spiel a fumbling beginner powerful now , ’ ” he said .

D’Amato commend making sure your persona ’s backstory reflects the level they ’re starting out as . If they ’re a Level One character , maybe have them be a squire alternatively of a horse , or they ’re a magician who was kicked out of their mage college for perform forbidden magic so they ’ve struggled toteach themselves the magic arts . Not only does this leave room to shape the grapheme throughout your sessions , but it provides opportunities for the environment game master ( aka GM ) to shape them too .

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“ You do n’t have to always let the system to determine your storytelling , but be aware of where you ’re start out your story and what the horizontal surface your character is at because it will help you match the actual experience of play to your expectations of what you want for the fibre , ” D’Amato summate .

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3. How Much Backstory? Ask Your GM!

This is one of the trickiest questions in create a fibre : How much backstory do you write out out front of time ? A paragraph , a page , a playscript ? Anything at all ? D’Amato suggested checking with your GM about their preference . Since the biz begin and ends with them , it ’s in effect to know how much information they ’d wish to have in advance of clip for the rice beer of world - building and how much stuff they ’d prefer to fill out on their own . This is specially honest if you ’re working with a newer GM , as they may still be figuring out these thing themselves .

“ There are some Game Masters who are fit to be exceedingly happy to read pages and pages of backstory and really establish it into their complex world and kind of collaborate with you on that . And there are some Game Masters who , you ’ll make all this information for it and they ’re like , ‘ Oh , I ’ll skim it maybe ? Because I really want this to extend at the board , ’ ” he enunciate .

The independent matter is to ensure a profile cover the following : where they ’re from ; some folk they ’ve known in their life before start the adventure ; and how retiring experience inform what they believe about the world . It might seem daunt but it can be a fun creative exercise , and D’Amato emphasized the importance oftaking metre by yourselfto search the character . If you do prefer to make a retentive backstory , verify the GM has admission to it and keep other players abreast of details that would help them understand your character — even if it ’s thing their case would n’t know . talk of which …

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4. Don’t Keep Secrets Secret

D’Amato state one of the most uncouth mistakes participant can make with creating fibre is giving them a secret — not because secrets themselves are bad , but because they actually keep them mystical from everybody else . The problem with this is that it single out you from the other players in a way they do n’t even know about , stops the GM and players from plight in that mystery in interesting ways , and makes the “ scandalous ” reveal less impactful .

“ If you protect a arcanum really well , no one else at the table knows what ’s going on so they were n’t get to to look . So when you do reveal the secret , it ’s like , ‘ Oh , well I guess that was the fun thing for you to live through the game but it ’s not really strike my persona that much mightily now , ’ ” he said .

He said it ’s altogether okay for characters to have secrets but that they should tell the other players and GM about them ahead of metre . This means the histrion have it away but the graphic symbol do n’t , which dedicate them ammunition to poke and prod the player about this thing they ’ve got hidden underneath the surface . Plus , it make the big reveal ( if it happens ) way more interesting .

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5. ‘Play to Change’

When asked what his biggest advice was to folk making a new character , he said this : “ Play to change . ” This means discern that the character you make can and likely will surprise you in ways you do n’t expect , so long as you remain compromising . He say it ’s important for a person ’s character to have room to grow and change because the fib is n’t only about them — they’re not designed to change the world , the world is design to change them . D’Amato explained for io9 in more item :

I think a pot of hoi polloi wish to get out revere iconic heroes ; heroes that stay still while the populace around them movement . For those heroes — I mean people like Superman , Wonder Woman or Batman — these are characters who are very defined in their traits and can be slotted into different fib . They will , through their actions , vary the world around them … but they themselves do n’t really feel challenged or exchange because that ’s not what their story is about . In a play plot , it can very much be about how the world changes you .

In my Ultimate Gameplay Guide book , I give notice people to ‘ play to change . ’ Look for the areas of your character ’s story where you could appropriate them to arise and germinate , while still staying straight to their core fictional character trait . Allowing your character to evolve , and thinking about who that graphic symbol is in the context of their storey and the people around them , is a creative exercise because you are give a band of precaution and attending to a single story that is your character ’s story .

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For more , verify you ’re follow us on our Instagram @io9dotcom .

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