Character Creation: The Savage Daddy Method
Nov 22, 2016 20:53:11 GMT -8
Post by savagedaddy on Nov 22, 2016 20:53:11 GMT -8
Let's talk character creation!
There's certainly nothing "wrong" with the Character Creation Summary found in Savage Worlds. It is the standard method/process. That said, it focus too heavily on mechanical steps... and may be the underlying cause of the unwarranted claim that all Savage Worlds characters are alike.
As with most things Savage, trappings matter. In fact, trappings are just as crucial to character creation as powers. What do I mean? To put it a nutshell, the concept is more important than the application of points and choices of Edges and Hindrances. If you can't dig what I'm putting down here flip to the section on Archetypes. There, you'll see a character built from a "concept".
The Savage Daddy Method of character creation simply reorders the steps to streamline the process, and place a strong emphasis on concept over mechanics.
Step 1: Concept & Description
Concept is King. It sets your character apart from others. It influences trappings, determines your Common Knowledge, and should inform your choice of Attributes and Skills.
It may help to start with an adjective and occupation, like Elderly Wal-Mart Greeter or Bloodthirsty Barbarian. Expand from there until you have a basic sense of their mental and physical qualities, personality, and how society interacts with them. Once you have the concept, write a brief description. Go beyond the driver license approach of height, weight, and hair color. Forget the three paragraphs of backstory! The goal here is to write a one or two sentence blurb you could hand an actor auditioning for the role.
Example: Harold James is an obese, middle-aged sanitation worker with few ambitions in life beyond his hobbies, which include dumpster diving, fishing, and ham radio.
This simple statement tells you everything we need to know to develop Harry, both before and after character creation. It is a roadmap to Edges, Hindrances, and Trait choices. For example, Harry might have the Obese Hindrance, the Brawny Edge, and Driving at a d6/d8, as well as Repair and Knowledge (Electronics).
Step 2: Hindrances
Choose wisely. Hindrances are the heart of any great character concept. Whatever you do, don't take the names of the hindrances literally. Think about their in game effect on other player characters. Mean, for example, is more about being a misanthrope or curmudgeon than an asshole who starts fights with everyone they meet. It is possible for an Elf to be a minor Pacifist, and have the Bloodthirsty Hindrance specifically against goblins if they killed his entire family. If it fits the concept, run with it. Take the example of Harry above. His obesity and lack of ambition could easily be attributed to the Outsider Hindrance because the impact is a -2 Charisma and sense of prejudice in a fit-conscious world.
Step 3: Edges
Choose Edges that fit your concept over those that provide a perceived in-game advantage. It is important to determine starting Edges before assigning points to Attributes and Skills because Edges have requirements. Martial Artist, as an example, requires Fighting d6. Start with Background and Professional Edges. More times than not, they are the best place to find Edges that fit your concept. Avoid Combat Edges, unless they are core to your concept. Advances come pretty fast and it is fairly easy to add Two-Fisted or Sweep to a character starting at Seasoned Rank. Remember, you're making selections to fit a concept not win at combat!
So what about Harry? What Edges make sense for that character concept? Brawny comes to mind. Jack-of-All-Trades is feasible for a bachelor with more than a few hobbies. Perhaps Harry has Connections with law enforcement, or the owner of a small business that caters to ham radio enthusiast.
Step 4: Traits
At this point, you may have already spent some points on Attributes and Skills to meet Edge requirements. The trick here is to think along the lines of scale. Remember, just because you don't have a skill doesn't mean you can't do something in Savage Worlds. You can always make an Unskilled Test (d4 & d6 Wild Die at a -2). A d4 should indicate natural ability or some training. A d6 is indicative of formal training. A d8 is the professional level of expertise with the skill. A d10 is representative of mastery. A d12 is representative of a world-renowned guru.
To put this in perspective, Bruce Lee and Mike Tyson would have d10 to d12 Fighting compared to the d4 Fighting of a Soccer Mom who has taken a self defense course, or the d6 to d8 of combat-tested Marine.
Obviously, the scale is subjective. But the point here is DON'T RATIONALIZE inflated (or unnecessary skills) for the sake of a high Parry or Toughness if it doesn't fit the concept. Unless you're a grizzled cop or private investigator, should you have any higher than a d4 Notice? If your concept were say Professional Wrestler, it makes more sense to have a d6 Taunt than d6 Fighting (unless you believe that shit is real).
Step 5: Traits
This is where the Savage Daddy Method sort of returns to the Character Creation Summary, sans the Background Details. It's really about Gear at this point. If money is something that is important in your setting, follow the directions for Step 4 per the Character Creation Summary. Otherwise, the character should start with whatever is reasonable for them to have based on your concept. A Sheriff's Deputy in a zombie apocalypse has a gun, uniform, and access to a police vehicle and station.
It is important to stress something here regarding background. Let it grow organically through play. Remember that one to two sentence description earlier? It is the litmus test for background details. Unless it is integral to the concept, such as an elf adopted by human farmers after her family was slain by goblins, don't worry about background until it become relevant. It's all well and good to imagine a background where you are the rightful heir to a throne, but you're painting yourself into a corner if the story doesn't take you there; not to mention asking the Game Master and other characters to help you fulfil it.
If you've written a concise description in Step One, you have a firm grasp on your character's personality and know what motivates them. It not only helps you make character driven roleplaying choices it answers almost any questions about your background that may arise naturally during play.
There you have it, the Savage Daddy Method of Character Creation!
There's certainly nothing "wrong" with the Character Creation Summary found in Savage Worlds. It is the standard method/process. That said, it focus too heavily on mechanical steps... and may be the underlying cause of the unwarranted claim that all Savage Worlds characters are alike.
As with most things Savage, trappings matter. In fact, trappings are just as crucial to character creation as powers. What do I mean? To put it a nutshell, the concept is more important than the application of points and choices of Edges and Hindrances. If you can't dig what I'm putting down here flip to the section on Archetypes. There, you'll see a character built from a "concept".
The Savage Daddy Method of character creation simply reorders the steps to streamline the process, and place a strong emphasis on concept over mechanics.
Step 1: Concept & Description
Concept is King. It sets your character apart from others. It influences trappings, determines your Common Knowledge, and should inform your choice of Attributes and Skills.
It may help to start with an adjective and occupation, like Elderly Wal-Mart Greeter or Bloodthirsty Barbarian. Expand from there until you have a basic sense of their mental and physical qualities, personality, and how society interacts with them. Once you have the concept, write a brief description. Go beyond the driver license approach of height, weight, and hair color. Forget the three paragraphs of backstory! The goal here is to write a one or two sentence blurb you could hand an actor auditioning for the role.
Example: Harold James is an obese, middle-aged sanitation worker with few ambitions in life beyond his hobbies, which include dumpster diving, fishing, and ham radio.
This simple statement tells you everything we need to know to develop Harry, both before and after character creation. It is a roadmap to Edges, Hindrances, and Trait choices. For example, Harry might have the Obese Hindrance, the Brawny Edge, and Driving at a d6/d8, as well as Repair and Knowledge (Electronics).
Step 2: Hindrances
Choose wisely. Hindrances are the heart of any great character concept. Whatever you do, don't take the names of the hindrances literally. Think about their in game effect on other player characters. Mean, for example, is more about being a misanthrope or curmudgeon than an asshole who starts fights with everyone they meet. It is possible for an Elf to be a minor Pacifist, and have the Bloodthirsty Hindrance specifically against goblins if they killed his entire family. If it fits the concept, run with it. Take the example of Harry above. His obesity and lack of ambition could easily be attributed to the Outsider Hindrance because the impact is a -2 Charisma and sense of prejudice in a fit-conscious world.
Step 3: Edges
Choose Edges that fit your concept over those that provide a perceived in-game advantage. It is important to determine starting Edges before assigning points to Attributes and Skills because Edges have requirements. Martial Artist, as an example, requires Fighting d6. Start with Background and Professional Edges. More times than not, they are the best place to find Edges that fit your concept. Avoid Combat Edges, unless they are core to your concept. Advances come pretty fast and it is fairly easy to add Two-Fisted or Sweep to a character starting at Seasoned Rank. Remember, you're making selections to fit a concept not win at combat!
So what about Harry? What Edges make sense for that character concept? Brawny comes to mind. Jack-of-All-Trades is feasible for a bachelor with more than a few hobbies. Perhaps Harry has Connections with law enforcement, or the owner of a small business that caters to ham radio enthusiast.
Step 4: Traits
At this point, you may have already spent some points on Attributes and Skills to meet Edge requirements. The trick here is to think along the lines of scale. Remember, just because you don't have a skill doesn't mean you can't do something in Savage Worlds. You can always make an Unskilled Test (d4 & d6 Wild Die at a -2). A d4 should indicate natural ability or some training. A d6 is indicative of formal training. A d8 is the professional level of expertise with the skill. A d10 is representative of mastery. A d12 is representative of a world-renowned guru.
To put this in perspective, Bruce Lee and Mike Tyson would have d10 to d12 Fighting compared to the d4 Fighting of a Soccer Mom who has taken a self defense course, or the d6 to d8 of combat-tested Marine.
Obviously, the scale is subjective. But the point here is DON'T RATIONALIZE inflated (or unnecessary skills) for the sake of a high Parry or Toughness if it doesn't fit the concept. Unless you're a grizzled cop or private investigator, should you have any higher than a d4 Notice? If your concept were say Professional Wrestler, it makes more sense to have a d6 Taunt than d6 Fighting (unless you believe that shit is real).
Step 5: Traits
This is where the Savage Daddy Method sort of returns to the Character Creation Summary, sans the Background Details. It's really about Gear at this point. If money is something that is important in your setting, follow the directions for Step 4 per the Character Creation Summary. Otherwise, the character should start with whatever is reasonable for them to have based on your concept. A Sheriff's Deputy in a zombie apocalypse has a gun, uniform, and access to a police vehicle and station.
It is important to stress something here regarding background. Let it grow organically through play. Remember that one to two sentence description earlier? It is the litmus test for background details. Unless it is integral to the concept, such as an elf adopted by human farmers after her family was slain by goblins, don't worry about background until it become relevant. It's all well and good to imagine a background where you are the rightful heir to a throne, but you're painting yourself into a corner if the story doesn't take you there; not to mention asking the Game Master and other characters to help you fulfil it.
If you've written a concise description in Step One, you have a firm grasp on your character's personality and know what motivates them. It not only helps you make character driven roleplaying choices it answers almost any questions about your background that may arise naturally during play.
There you have it, the Savage Daddy Method of Character Creation!