RPPR Episode 20: Random Character Advice Generator

Character creation is the glue of role playing games. A game can’t be that good unless everyone has a player character suitable for the game. A crazed psychopath slasher appropriate for a Bunnies and Burrows campaign while a cute talking bunny isn’t going to last long in a call of cthulhu game. In this episode, Tom, special guest Cody Walker and I talk about the best and the worst player characters we’ve encountered both as players and when running a game. No letter from Tom, but there’s a good ass anecdote.

Hosted by Ross Payton, Tom Church and Cody Walker.

Music: Into the Night by Time Warrior

Shout Outs:
Grant Morrison: The chaos magician comic book writer has a new website.
Gumshoe: A new RPG system by Robin Laws. Perfect for investigation games.
Wild cards: Mutants and Masterminds supplement.
Aaron Sorkin: Go bitch at him about Facebook or something.

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  1. one thing to remember always.. “as long as the players are having fun”.
    Even if someones character makes you grind your teeth, as long as you can find some to work the story so that everyone is enjoying themselves, that’s all that really matters. They might really be enjoying thier stupid character, or they may come to realise that other people seem to have more fun with less weird characters, and start to go with the flow a bit better (if there is any hope at all for them).

    Btw: I too played a kobold leader, AD&D second edition, Complete Book of Humaniods. he was a kobold priest trying to unite humaniods to retake thier “ancestral home” .. the great dwarven mines under the mountians. campaign lasted about 2 months but everyone remembers that kobold.

  2. Wow. Somehow, this has been one of the most interesting and entertaining episode, if not THE most. Cody’s quite entertaining. It possibly has to do with the fact that it’s been crammed with rpg stories. Anyway, thumbs up guys. GREAT show.

  3. It’s not the GM’s job to force a player develop their character. That’s the player’s job and prerogative. If the GM feels they absolutely must push for a player to change the way they portray or think about their character, it should be handled in an out of character conversation, not a passive-aggressive in-character way.

  4. Is it sad, that I was thinking of a way to make a game revolving around a coupon?

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