There are a few steps to the creation process, and for the most part although some of this might be redundant, there are reasons that this is all in place. The primary of which is to try to create a three dimensional character instead of just a cardboard cutout that has all the depth of a glorified extra within the universe at large. First step will be the conceptual phase of our show. Second stage will figuring out what role you want to fill on the ship. Then we top it all off with a not so simple biography. For more info on each stage, please read below, but let's first discuss the different character types we will find kicking around the the story.
Character Types
There are three different character types within our story at large. The first type is obviously the PC, or Player Character. This is a character controlled for the most part by one specific player. All actions regarding that specific character should be brought to the person who controlls that character, and nothing should be done to that specific character without the owner's permission.
The next type of character is the Supporting Character. This is a minor main character controlled by myself for the purposes of either filling in certain areas that are not being controlled by a PC, or for story purposes itself. This does not mean that the players can not take controll of a SC (Supporting Character), but doing so should be done in accordance with how they have been handled already, and also with an eye on the information on the character bio. These characters are not main characters, and as such any discrepancies scene wise involving a SC, and a PC (Player Character), the PC will take presidence. These characters should be present to add some flare and flavor to the story.
The last type of character type involved is the NPC or Non-Player Character. These characters are bit cast members that can be used by anyone based on the minimal data provided thus far. NPCs are generally created to help flesh out a scene, and then other people use it, and the name just starts to float around. As such NPCs will appear on the website with very basic information on them and how to use them. They are essentially filler characters and in any situation where there might be a discrepancy between who should take presedence in a scene, the NPC is at the bottom of the totem pole.
Keep in mind though that the SCs and the NPCs are there for specific reasons as part of the plot arc. Interaction with them would more than likely be moderated in part, or completely by myself. This does not mean that you shouldn't use them, but use of them should be limited to social actions. Any speicifcs where you need them to give you something, get info from them, or even combat them, expect moderation to show up to handle specifics of the interaction.
Character Part 1 - Concept
This part of the process might look easy to brush off but every gourmet feast starts with the best prepared ingredients. It might be better to let your mind wander into the possibilities of what you might be looking for, and see how it might influence a full out background. With a good concept, the background will write itself, and then all you have to do is account for the extra bells and whistles you threw into the mix. Take your time on this part and give it a good thought, but don't set it so much in stone that it is not readily mutable when the need calls for things to be shifted and changed. The following list are things that would be considered difficult to downright no-no's to include into a concept depending on how much of a case you can throw forward to me.
NONOS/Restricted
- Operatives of Parliament
- Secret Alliance agents
- Jason Bourne super spy types
- Readers
These are just a few examples of things that might be included into a concept that might be hard to fit into the story at large, or are just plain restricted due to abuse I have seen in the past and/or inability of people I have seen in the past play out something well. But if something looks good though you never know. The above list will be altered over time as the story changes, but for the time being it gives you some ideas of what might make me cringe. The idea here is to think of a concept that gives you access to the story at large. Limiting air time for your character will just make you bored in the long run, and limiting air time for your fellows will just piss them off. Some character types will significantly shift the balance of things into your favour and will cause problems in the long run for everyone else.
Character Part 2 - Position
You have a general concept in place in your mind, and now you will define what they will do with the group at large. This part of the character is more of an amorphous concept more than anything. Take a look at what others might be doing with their characters, and you have a general idea of what kinds of things there might be too much of, or on the flip side not enough of. Is she a general gun toting meat eater that is good at combat, or is he an Engineer that specializes in ship engines? Is she a scientist that specializes in something that the Alliance does not need or want known? Maybe he is more medically inclined, or is better at driving/piloting things.
The point is that this point is where you start to define what you are going to be taking an active hand in within the ship. Considering the kind of ship we will be using, making someone who is 'on the crew' but you don't have any abilities that would be useful to the ship kind of makes you not one of the crew but a passenger. Now, just because you might decide that you want to be one of the heavy equipment operators for the ship, this is not the end all/be all of your skill set, but kind of defines a specialty for yourself as you move past this part and into further adventures of character creation. Some ideas job/concept wise in this arena might be straightforward, like you were a soldier and low and behold you are hired as muscle for the ship. Some might not be straight forward, like you were in Scientist on one of the core worlds, was a mediocre scientist but turned out to be a first rate soldier in the war and became mechanic through the Alliance military, and is now a mechanic on ship. Another approach is to take a look at the main character page here on the site and see what is taken by another writer here. If you want to be a Hired Gun type and there are already two of them kicking around on the ship and both are obviously played by a player, then you have to chose something else and then arrange for an accident..., erm I didn't say that last part. lol. If the position you wish to go for is taken by an NPC, then it should not be much of a problem to write him or her out, or arrange for an accident for them..., what is with these accidents? lol. At any rate you understand what I am getting at.
Character Part 3 - Biography and Personality
This is probably where most of the work will go into, but it is also one of the more fun parts of the process. With a base concept and an idea of what kind of niche you want to fill within the story, now it is a question of fleshing out the bare bones and coming up will a well rounded person. Your biography and your personality is where I will be basing most of my decisions off of when it comes to your application within the story at large. When you are looking at putting this together take a look at areas of their history such as childhood, growing up, and even adulthood. When you are writing about their lives and experiences in these areas, you should notice that it should be fairly lengthy, and also that it will actually take on a life of its own. Here are a few tips to make the whole thing more rounded.
- Not everyone has lost their parents, aunts/uncles, grandparents, friends, and their dog.
- Not everyone has been abused/brutalized/raped/molested in various parts of their lives.
- Not everyone is an island unto themselves. Lonewolf types will not last long in the story. I heard that Operatives of Parliament use them for some sort of ritual.
Gives you an idea though of some stuff that makes for bad reading in a background and a personality profile. Make sure they have attachments, something to fight for, a reason to be part of the story with everyone else. The more interesting the character is, the better the chance that they will be part of the cast.
Character Part 4 - Skills & Talents
Take a thought about the kind of skill set and talents that your character might have. This will more than likely interact with the concept and kind of position you are aiming for with the cast. I am not looking for a blow by blow here of everything you can do. I am looking at the things that the character can do better. The stuff that makes your character stand out above the average person. This part is also going to more than likely walk hand in hand with the weaknesses part below. All of your abilities and talents should be mitigated with weaknesses. Things should balance out in the end.
Character Part 5 - Weaknesses
Everyone has weaknesses. This is where you should be thinking about what your character does not do as well. This can be from the psychological, to the skills and abilities base. Things should balance out for your character. If your character is an expert marksman, fabulous pilot, strong as an ox, and can bend bars with your mind alone, saying "I am affraid of goats" is not going to cut it in the whole 'balance things out' category. Realistically, for every bonus, think of a minus for your character. Examples could include.
- Your character is skillful in ettiquette and can move in and out of high society with relative ease, but when it comes to such though he is not a skillful dancer.
- Skillful with a pistol, but not too hot when it comes to using a rifle.
Bad examples but you see what I am talking about. The character has a weakness for every bonus present. If the character is relatively balanced, it ensures greater chance of success in getting the application approved.
Character Part 6 - Application
Not a big step because a lot of the work has been done already. But hit up the Application link within the Administration tab and and fill in the blanks with all of the information you just gave me here. Hit send and you are done. Make sure to touch base with me though just in case the form screws up. That way I know if something went wrong and I need you to email it to me instead. |