Pretty much just 'do what you want', like everyone else has said.
Though I would expand a little on what Edvyn posted, regarding 'How will this character interact with others?'
If there is a roleplay trope that I would recommend avoiding, it's the 'antisocial lone wolf' kind of character, but even that is more because people take this trope and then don't play with it in a smart way. I've seen it happen before where someone will have a concept for a character that they get very excited about, only to sabotage themselves when they are unable to draw others to that character because their personality is unappealing to others.
It's one thing to see a hard edged, sarcastic, antisocial character in a piece of media, where the characters around them are written to tolerate or even enjoy/respect their behavior. It's another to expect other actual people to want to interact with a character who, for all intents and purposes, is just a prick for no reason.
This isn't to say that it is impossible to play that kind of character trope, but the problem comes from a) when that trope becomes that character's singular defining feature on the surface, and b) when a player fails to recognize their character's antisocial behavior as a negative personality trait. If you do choose to make a character with a more dour personality, think of what value they would have to other characters, and of other facets of their personality. Do they have a specialized skill that would draw others to them? An interest, a hobby? Something they would like to talk about if given the chance? If this character has a bad attitude, then what is a reason why someone would want to hang around them and seek out their company? Or you could even take that trope and spin it. Why does this character behave this way? Did they experience something that they're having a difficult time coping with, and they project it in an unhealthy way? If so, do they exhibit other behaviors as a result of their trauma? Do they have a hard time relating to others for some reason and push then away to protect themselves? Do they see their behavior as something they don't really enjoy and want to change, but their negative tendencies still slip out in spite of their best efforts? Think of setting up your character in a way that would attract another character's attention another give people hooks to engage. Remember that RP is a social activity.
There aren't really 'good' or 'bad' character tropes, and it can be fun to draw from multiple tropes to help you fill out the meat of your character. But a trope in itself is more like a fluid category that your character can happen to fall into, instead of a concrete rule/building block of a successful character. Don't feel too bound to stick to any specific tropes, and don't feel like "my character is x trope so they can't have y personality trait". You have the freedom to experiment with your character and see what you enjoy and what feels natural, and then rework them if your decide you don't like what direction they're going in.
Though I would expand a little on what Edvyn posted, regarding 'How will this character interact with others?'
If there is a roleplay trope that I would recommend avoiding, it's the 'antisocial lone wolf' kind of character, but even that is more because people take this trope and then don't play with it in a smart way. I've seen it happen before where someone will have a concept for a character that they get very excited about, only to sabotage themselves when they are unable to draw others to that character because their personality is unappealing to others.
It's one thing to see a hard edged, sarcastic, antisocial character in a piece of media, where the characters around them are written to tolerate or even enjoy/respect their behavior. It's another to expect other actual people to want to interact with a character who, for all intents and purposes, is just a prick for no reason.
This isn't to say that it is impossible to play that kind of character trope, but the problem comes from a) when that trope becomes that character's singular defining feature on the surface, and b) when a player fails to recognize their character's antisocial behavior as a negative personality trait. If you do choose to make a character with a more dour personality, think of what value they would have to other characters, and of other facets of their personality. Do they have a specialized skill that would draw others to them? An interest, a hobby? Something they would like to talk about if given the chance? If this character has a bad attitude, then what is a reason why someone would want to hang around them and seek out their company? Or you could even take that trope and spin it. Why does this character behave this way? Did they experience something that they're having a difficult time coping with, and they project it in an unhealthy way? If so, do they exhibit other behaviors as a result of their trauma? Do they have a hard time relating to others for some reason and push then away to protect themselves? Do they see their behavior as something they don't really enjoy and want to change, but their negative tendencies still slip out in spite of their best efforts? Think of setting up your character in a way that would attract another character's attention another give people hooks to engage. Remember that RP is a social activity.
There aren't really 'good' or 'bad' character tropes, and it can be fun to draw from multiple tropes to help you fill out the meat of your character. But a trope in itself is more like a fluid category that your character can happen to fall into, instead of a concrete rule/building block of a successful character. Don't feel too bound to stick to any specific tropes, and don't feel like "my character is x trope so they can't have y personality trait". You have the freedom to experiment with your character and see what you enjoy and what feels natural, and then rework them if your decide you don't like what direction they're going in.