
Hello, ladies and gents! I've seen a huge amount of discussion about roleplaying a job (Dragoon, Paladin, etc) in the RPC forums, and what I would like to do is assemble a checklist of things to do before actually going through with the concept of playing a character whose story (or backstory) contains them acquiring some of these powerful, difficult-to-make-and-be-lore-friendly characters.Â
The main purpose if this checklist is to establish something of a way for a player to enjoy their concept without being seen by others as a bad roleplayer. Some of these might sound a little bit mean, but I promise you that I don't intend them to be.
1) If I took the job away from my character, would she/he still be interesting to others and fun to roleplay?
One of the biggest problems I've seen about characters who are based on a job rather than on other concepts is that they can be a bit limited. The personality is often fleshed around how cool it is to be a White Mage/Dragoon/Ninja/Scholar/whichever rather than around literally anything else but how the person fights or casts spells. In my opinion, this creates a very difficult character to roleplay because, frankly, most people don't want to hang around that kind of character.
Oftentimes, the very best characters I've seen who roleplay a job are the ones you never know do it until the very last second, when suddenly they do something extraordinary because they don't have a choice. All of the things you know about him or her suddenly click into place, and you suddenly realize that your friend or enemy has been hiding away something totally out of this world.Â
There are few things quite so memorable as when a fully-fleshed out character you thought you knew somehow adds an additional dimension to him or herself. Jobs are best applied when the characters using them would be truly engaging and interesting without them.
2) Does my character's job give me so much power that I'm too difficult for most people to try and fight?
Okay be honest, we've all seen someone casting Holy when surrounded by enemies as their first maneuver and thought "Godmoder. I'll never RP with him/her again."
The point of roleplay isn't to win. It's to tell an engaging story. When you become an untouchable god walking among mere mortals, you're going to begin to find people won't want to be around you, and I'm not going to blame them for it IC or OOC.
There's no point in conflict where the outcome is predetermined. Don't be a god. Be a mortal wit just a little something extra. If a White Mage/Black Mage/Summoner, let your spells of summoning, healing, or destruction be disrupted by a punch to the head or an arrow to the shoulder. Maybe even don't be so far along the path where you have those game-ending spells like Flare or Holy, or rightly play them as being too dangerous to use (Holy sucking the life out of the surrounding area, Flare taking all of your aether for a time, summoning fiery ifrit meaning that the egi could accidentally set someone on fire, using a jump ability indoors knocking out out when you hit your head on the ceiling).
3) Does my character's background story match up to the job I want for him/her?
Let's face it, there is going to be a period in time where you love the idea of, say, having a Roegadyn Dragoon. A massive spear-wielding warrior who sails through the air and delivers a strike through that reinforced lance with so much force behind it due to the jump power and your mass that it leaves a crater behind which liquefies the person who was the Roegadyn's target and sends the others nearby flying DBZ-style. Awesome.
But that's the end-result. How do you get there?
Remember that point 1 still applies. You're trying to build a character who would be engaging if nobody ever even knew that your Roegadyn was a Dragoon.
Where is she from? What happened in her life that made her want to take up a spear? Did she learn anything else first? Was she ever married? Kids? Does she have surviving family? What's her favorite color? Is she a picky eater? Does she like being cuddled when she's upset or does she want to go off and be alone? Is she bad about just leaving her laundry on the floor until wash day? What's her favorite drink? Does she blush easily? What are her hobbies? Does she have an important memento with a story attached? Has she ever lost a loved one?
All those questions up there? Those are only the beginning of what you should ask when making a real character. The job should be incidental to that, its prerequisites woven into the backstory to look seamless and natural, with life's own twists and turns that eventually lead to the character being who she is today.
It isn't easy, but it's the most important part of building a character who is going to be lasting, memorable, and engaging both for yourself and others.Â
Here are some pretty good links that help with the process:
A great list of questions to ask about your character done on this forum.
A wonderful 'getting to know your character' Q&A for creative writing.
A list of MORE Q&As.
4) Is my concept lore-friendly?
Everyone talks about lore as if breaking it means you're breaking a law. This isn't actually the case, but lore IS the basis on which everyone builds their characters and the game builds its world. Going against that is, uh, sort of stating that you aren't following the same rules everyone else is, and most of the time those rules are in place for a very good reason (godmoding, metagaming, etc).
Lore checks are actually also a really good way of showing that you're also not overpowered as a character, which is another huge plus.
My aforementioned femroe example above would actually be very difficult to do in lore. Given that Dragoons are an order of Ishgardian knights, and Ishgard is extremely xenophobic, non-Ishgardian Dragoons are very, very rare. More likely, our Roe would have learned Dragoon arts from either the memoirs of a hermetic dragoon laying in an abandoned house next to a skeleton clutching a dragon's eye, or be taken under the wing of a Dragoon who'd become an apostate and trained by him in order to learn how to destroy the beast that wrecked her village/defend herself from a harsh, uncaring world/survive the baddies chasing her because of her mother's crimes/etc.
Does that stretch lore? Sure. Stretches it really far.Â
Could still work, though. The important thing is that the story is REALLY, REALLY GOOD. People will forgive a lot for a great story and a wonderful character. After all, at that point, the job thing is incidental, just one small facet of the character.Â
I really wish I could find more check points to give, but frankly I believe that these four should do it.
I hope this helps someone a little bit!
The main purpose if this checklist is to establish something of a way for a player to enjoy their concept without being seen by others as a bad roleplayer. Some of these might sound a little bit mean, but I promise you that I don't intend them to be.
1) If I took the job away from my character, would she/he still be interesting to others and fun to roleplay?
One of the biggest problems I've seen about characters who are based on a job rather than on other concepts is that they can be a bit limited. The personality is often fleshed around how cool it is to be a White Mage/Dragoon/Ninja/Scholar/whichever rather than around literally anything else but how the person fights or casts spells. In my opinion, this creates a very difficult character to roleplay because, frankly, most people don't want to hang around that kind of character.
Oftentimes, the very best characters I've seen who roleplay a job are the ones you never know do it until the very last second, when suddenly they do something extraordinary because they don't have a choice. All of the things you know about him or her suddenly click into place, and you suddenly realize that your friend or enemy has been hiding away something totally out of this world.Â
There are few things quite so memorable as when a fully-fleshed out character you thought you knew somehow adds an additional dimension to him or herself. Jobs are best applied when the characters using them would be truly engaging and interesting without them.
2) Does my character's job give me so much power that I'm too difficult for most people to try and fight?
Okay be honest, we've all seen someone casting Holy when surrounded by enemies as their first maneuver and thought "Godmoder. I'll never RP with him/her again."
The point of roleplay isn't to win. It's to tell an engaging story. When you become an untouchable god walking among mere mortals, you're going to begin to find people won't want to be around you, and I'm not going to blame them for it IC or OOC.
There's no point in conflict where the outcome is predetermined. Don't be a god. Be a mortal wit just a little something extra. If a White Mage/Black Mage/Summoner, let your spells of summoning, healing, or destruction be disrupted by a punch to the head or an arrow to the shoulder. Maybe even don't be so far along the path where you have those game-ending spells like Flare or Holy, or rightly play them as being too dangerous to use (Holy sucking the life out of the surrounding area, Flare taking all of your aether for a time, summoning fiery ifrit meaning that the egi could accidentally set someone on fire, using a jump ability indoors knocking out out when you hit your head on the ceiling).
3) Does my character's background story match up to the job I want for him/her?
Let's face it, there is going to be a period in time where you love the idea of, say, having a Roegadyn Dragoon. A massive spear-wielding warrior who sails through the air and delivers a strike through that reinforced lance with so much force behind it due to the jump power and your mass that it leaves a crater behind which liquefies the person who was the Roegadyn's target and sends the others nearby flying DBZ-style. Awesome.
But that's the end-result. How do you get there?
Remember that point 1 still applies. You're trying to build a character who would be engaging if nobody ever even knew that your Roegadyn was a Dragoon.
Where is she from? What happened in her life that made her want to take up a spear? Did she learn anything else first? Was she ever married? Kids? Does she have surviving family? What's her favorite color? Is she a picky eater? Does she like being cuddled when she's upset or does she want to go off and be alone? Is she bad about just leaving her laundry on the floor until wash day? What's her favorite drink? Does she blush easily? What are her hobbies? Does she have an important memento with a story attached? Has she ever lost a loved one?
All those questions up there? Those are only the beginning of what you should ask when making a real character. The job should be incidental to that, its prerequisites woven into the backstory to look seamless and natural, with life's own twists and turns that eventually lead to the character being who she is today.
It isn't easy, but it's the most important part of building a character who is going to be lasting, memorable, and engaging both for yourself and others.Â
Here are some pretty good links that help with the process:
A great list of questions to ask about your character done on this forum.
A wonderful 'getting to know your character' Q&A for creative writing.
A list of MORE Q&As.
4) Is my concept lore-friendly?
Everyone talks about lore as if breaking it means you're breaking a law. This isn't actually the case, but lore IS the basis on which everyone builds their characters and the game builds its world. Going against that is, uh, sort of stating that you aren't following the same rules everyone else is, and most of the time those rules are in place for a very good reason (godmoding, metagaming, etc).
Lore checks are actually also a really good way of showing that you're also not overpowered as a character, which is another huge plus.
My aforementioned femroe example above would actually be very difficult to do in lore. Given that Dragoons are an order of Ishgardian knights, and Ishgard is extremely xenophobic, non-Ishgardian Dragoons are very, very rare. More likely, our Roe would have learned Dragoon arts from either the memoirs of a hermetic dragoon laying in an abandoned house next to a skeleton clutching a dragon's eye, or be taken under the wing of a Dragoon who'd become an apostate and trained by him in order to learn how to destroy the beast that wrecked her village/defend herself from a harsh, uncaring world/survive the baddies chasing her because of her mother's crimes/etc.
Does that stretch lore? Sure. Stretches it really far.Â
Could still work, though. The important thing is that the story is REALLY, REALLY GOOD. People will forgive a lot for a great story and a wonderful character. After all, at that point, the job thing is incidental, just one small facet of the character.Â
I really wish I could find more check points to give, but frankly I believe that these four should do it.
I hope this helps someone a little bit!
Characters: M'sato Tia (Lost Soul Seeker), Soren Walker (Ishgardian Midlander Pilot), Solomon Laguerre (Elezen Mercenary/Bar Manager)
Send me a PM if you feel like RP!
Send me a PM if you feel like RP!