What player hasn’t had this problem? “I have so many character ideas for the next campaign, which one do I use!?!” Today, I’m here to help you with that problem. I have a little survey that you can answer about your characters and figure out which one you’ll likely have the most fun with.
Keep track of the score for your character.
1. Are you making this character to fill a specific role in the party?
If so, why? If you are being forced or advised into the role, don’t add to the score. If you’re filling the role because you want to or it’s your favorite role +1 to your score.
2. Does this character stand out as unique or stand out in the party?
If so, +1 to your score. Standing out is memorable, and always a bonus for any character. They need to be remembered long after the game has ended. Gotta have something to look back on after a campaign is done.
3. Can you play this character in pretty much any campaign or at any other time?
If no, +1 to the score. If this is one of the few chances to play the character, then it’s all the more reason you should play it!
4. Is this a character that is likely to cause conflict with the party or other players?
If yes, then you should not add anything to the score. The game master likely causes enough conflict as is. Creating player versus player conflict can lead to bad game nights. Otherwise, +1 to the score.
5. Is the character made just to show off its power?
If yes, do not add to the score. Showing off power is best save specifically for super dungeons, or hack and slash games. In a game where role playing is key, power is hardly as impressive as a unique or creative character. If no, +1 to the score.
6. Does the character fit the theme of the campaign?
If they fit well into the campaign setting, +1 to the score. Having an oriental monk in a campaign that takes place in a massive medieval city just doesn’t always work out so well.
If the characters end up tying then you should ask your fellow players which of the characters they seem to like best. At the very least this allows you to narrow the field down.
Example of it in use.
I’m expecting to play in a campaign based in the depths of an ancient jungle, we were lost at sea and must survive in this strange new world. We came from a royal expedition to find new resources. I’ve three character ideas that really stick.
- A swashbuckling stow-away who was out to get his own ship and got caught trying to kill the captain.
- A royal ambassador. He tagged along in case he should come across any indigenous people. He’s highly trained in linguistics and acts as a translator.
- A simple crew member who wanted to work the ship because it paid the most. He didn’t realize it was a royal mission until the day he started work and saw the ship for his own eyes, he’s secretly skilled with the blade. The party needs some other melee, I’ve noticed.
Pirate Ambassador Crew Member
- +1 (No) +1 (Yes) +0 (Yes)
- +1 (Yes) +1(Yes) +0 (No)
- +1 (No ) +0(Yes) +0 (Yes)
- +0 (Yes) +1(No) +1 (No)
- +1 (No) +1(No) +1 (No)
- +1 (Yes) +1(Yes) +1 (Yes)
The pirate scores a total of 5/6.
The Ambassador scores a total of 5/6.
And the crew member gets only 3/6.
If I’m worried about the conflict of the pirate, I’d choose the ambassador. But really, in this case, I’ll just ask my fellow players and see who they would rather play with instead out of the two.