The 6'4" Dwarf Guide to Character Creation for Advanced Dungeons & Dragons


Steps Six and Seven

Step Six: Get Ready to Rumble!

At the beginning of the first adventure, the players should bring the following items to the game: their character sheets, histories and so on, and the page with their motivations, mannerisms and sayings. The DM is familiar with each of the player�s character information prior to the adventure.

Something I would strongly suggest to DM�s is that you plan the beginning of your adventure in three phases, to help get the most out of the characters.

Phase One- Individual Sessions: Have the character run a solo session before you get underway. This will give the DM a good idea as to how the player perceives the character, and how he will likely play him. This is much more important than words on paper about the character, as the background et al are tools to play, not playing itself. Set up a few planned encounters to test the way the player interprets his character�s alignment, his relationship to the world around him, how he sees the character�s personality and motivations affecting his actions, and so on. This is also a good way to gauge the skill and experience level of the player, and to help the DM plan future sessions.

The First Session Rule This is a simple rule, used after the first �airing� of the character.

If it doesn�t work, change it! Any part of the character that the player finds he can not play, or that the DM finds he can not deal with in the campaign, change it to suit. Don�t lumber yourself with something you do not like, and won�t enjoy playing.

Lastly, plan the way that the players will meet, and roleplay the game with the individual player up to the point that the party first meets.

Phase Two- Let�s do lunch: Now the players have altered the unworkable bits out of their characters, and meet together for the first time. How this is done is up to the DM, but I believe conversation and conflict always make for a good start. The old �you meet in the tavern� seems a dreadful cliche, but it can be worked well. Have the characters feel each other out, and explore how their personalities intermingle. This can turn the banality of one of the more mundane parts of playing into an adventure in itself! Use the hooks from the character�s background to entice the players into the adventure.

Phase Three- Up, Up and Away: Get on with the game, and enjoy yourself. Don�t forget to make sure that the DM rewards players for good roleplaying ie. playing the character according to the template they have designed.

Step Seven: Back to School

Every now and then, have the players re-read the background and character information that they first created. Do not feel the need to be governed by this information, but allow the character to develop into what you want. Roleplaying is all about having fun, and acting out the life of a character. People get bored of the same thing over and over again. To use an example from fiction, Luke Skywalker started out as a farmer, with dreams of going to the Imperial Academy. He went on to become a great hero of the Rebellion. His inherent capabilities and developing abilities changed, as did his personality with his exploits.

Let your characters do the same.

Back to main page

Links to other sites on the Web

International Guild of Roleplayers

TSR, AD&D, and probably most of the things I have ever said during games are the property of TSR Inc. Don't even think AD&D; they'll own your mind too. next thing you know, they will claim they invented the d6.

Star Wars and Luke Skywalker are trademarks owned by Lucasfilm and West End Games

This page and it's contents are the inspired invention of 6'4" Dwarf for which he holds whatever copyright he is entitled to. Feel free to quote me, link this page, or copy the text, but please acknowledge the hours that I spent writing it by attributing me as the author.


This page hosted by GeoCities Get your own Free Home Page


Hosted by www.Geocities.ws

1