character-traits

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  • A glance at Civilization Online's robust character creator

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    11.25.2014

    Let's cut to the chase: Past the break, we have two videos embedded showing off Civilization Online's character creator, which you can use the next time anyone starts talking about the challenges of body sliders with stylized art. It doesn't take much to see that the characters here are pretty heavily stylized, but despite that, the character creator features a huge array of options, sliders, and details. Many of the creation options are controlled by a grab-and-pull system similar to the one seen in The Sims 4, making adjustments to body dimensions more instinctive. There's no official timeline for when Civilization Online will come to the US, so you'll have to either wait or get familiar with Korean if you want to try this out for yourself.

  • Storyboard: Prophetic

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.02.2013

    Not every game is well suited to prophecies. Star Trek Online doesn't lend itself to vague pronouncements regarding the future, for example. Other games, such as The Secret World, seem to sustain themselves almost entirely upon prophetic vagueness, whether that's regarding mystical secrets or your bank statement for the month. And in a world filled with prophecy, it's tempting to have characters start joining in on the fun and prognosticate the future themselves. It works in books, movies, and games, after all. Of course, the thing is that a book, movie, or game is written before the fact. You can easily write a prophecy that lines up perfectly with something far down the road because you know what happens far down the road. Roleplaying, on the other hand, is not happening with a script, which means that your guesses about the future feel less like prophecy and more like someone randomly stabbing in the dark and hoping to hit something. (So more like actual prognostication.) So how do you make prophecies that don't fall apart when life happens? Here are some tips, naturally.

  • Storyboard: The characters you like

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    03.22.2013

    Some of my characters are pretty awful people. Some of them aren't people in the strictest sense of the word, to be fair. But there are some pretty awful types among them. And I enjoy playing them, but I sure as heck don't like them. They're terrible people who deserve to meet with terrible fates, and the glory of roleplaying is that they serve as a bit of anarchistic fun until someone gives them what they deserve. I don't like them as people. But that's not universal. I have other characters who will frequently do awful things but aren't fundamentally bad, just misguided on several occasions. Sometimes the line can get a bit blurry between one well-trained spy and assassin when one of them is a character I like and the other one is meant to be awful. So I started thinking about the distinguishing factors and what it means to play a character you like personally compared to one just meant to cause trouble. The answers were a bit odd.

  • Storyboard: To be the jerk

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.04.2013

    I've talked many times about the pitfalls of playing a jerk. What I haven't done is mention the benefits of playing one, starting with the fact that playing a jerk can be all kinds of fun. You've got your garden-variety jerks, you've got jerks who are stunningly competent and who treat everyone else as a lesser person because of that, you've got jerks who just don't care about other people, you've got jerks clinging to antiquated beliefs that don't line up with reality... so many jerks, so many ways to make mistakes. But also so many ways to play one correctly. Heck, you can play a character who takes pretty awful actions from time to time without issue -- why not a character for whom "awful" is the default setting? There has to be a way to make a jerk who works, right? The answer is yes, most definitely. Jerks are playable. But you have to be a bit more careful about it because as I've mentioned in previous weeks, if your first impression is "pointless jerk," no one will want to hang out with you. So let's talk about playing one in such a way that your character comes across correctly while still being worth a closer look.

  • Storyboard: Hobbyists

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    10.05.2012

    When was the last time that one of your characters did something fun? I don't mean something that amused you or a night of roleplaying that made you smile. I'm wondering about the last time that one of your characters got to cut loose and enjoy himself or herself. The equivalent of you having a night to just sit down and play your favorite game, except tailored for that character's particular interests. My guess is that it wasn't all that recently, partly due to the fact that you've probably never been terribly clear on what your high-level paladin likes to do for fun in the first place. And it's something I've mentioned in passing before, but generally hobbies take a backseat to personalities and relationships in roleplaying. Not that there's no merit to all of that... but there's a lot of merit to figuring out what your character finds fun and working it into your roleplaying.

  • Storyboard: Flaw of the land

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    01.14.2011

    Nobody's perfect. Heck, most of us aren't even within spitting distance. That's why we spent a column starting in on a discussion of flaws as they affect characters, breaking down the broad categories of flaws that you can give a character. But as I said right then, there's a lot more to talk about when it comes to flaws, especially since your flaws can be far more important than your character's actual abilities. It's useful to understand that you could make your character profoundly incapable of understanding selfish or deceptive motives (ignorant flaw), or make him a former murderer who's adventuring as a sort of work-release program (redemptive flaw), or even just a deaf mute (functional flaw). But it's important to understand why these things matter -- in a world where everyone is telepathic, a deaf mute is only at a slight disadvantage. You need to pick out marquee weaknesses that are relevant, and you need to know when a smaller flaw is actually useful to roleplaying.

  • Storyboard: Say yes to the dress

    by 
    Eliot Lefebvre
    Eliot Lefebvre
    08.20.2010

    You all know her as soon as you see her, and no matter what your gender, you're inherently terrified of her. She looks like a woman on screen, and everyone roleplaying with her needs to treat her as such, or the whole idea of working in a shared universe gets shot to pieces. But you also know that she's not acting like any woman you've ever met -- and that's not a good thing. You know full well that behind that catgirl with the "waist" slider turned to minimum and the "chest" slider turned to max, there is a bearded man of frightening girth. I don't understand, for the life of me, what makes playing a technically female character so appealing to certain men. Note the use of the word "technically" there -- the character's presumed genetic makeup might be oriented toward the fairer sex, but the character's not acting like a woman. And after having seen this same thing over and over again, in a fit of pique, I've decided that it's worth examining. How do you play a female character well if you're a man, or vice versa for women playing guys?