Skip to main content

Podcast: C is for Character Creation

Dungeon Chatter Podcast
Episode 3: C is for Character Creation
In this episode, Travis and Victoria discuss character creation methods, including how the system functions in Blood of Heroes. We create Han Solo using our heroic creation method.

Soundcloud Link

Works Discussed

AD&D, Middle Earth Role Playing (MERP), Rolemaster (RM), Generic Universal Role Playing System (GURPS)

Video Games
I don’t think we touched on any specific ones here.

Star Wars

PBTRPG (Play by Tweet/Text RPG), PBM (Play by Mail), PBEM (Play by Email). We also discuss charisma and interactions, specifically regarding a party member (my son) who is on the autism spectrum but plays a character with a high charisma. Probably worth an entire show on its own.

Show Notes
I think this was our best sounding podcast, from a technical point of view. Realizing we need to reduce our mic pops a bit. Otherwise, this was pretty crisp and clean.

The Pitch
Choose a profession, a training, and a hobby for your character. We talked through a Han Solo character creation so viewers might be familiar with the character we were trying to model.
Solo’s Attributes
Vehicle>Pilot>Falcon      +3
Transport>Smuggler       +2
Blaster                                  +1
Remember: a +1 in our system is 1d20+1d6, a +2 is 1d20+2d6, and a +3 is 1d20+3d6. A roll of 10 or greater is a success, so Solo would be solid with the blaster (DL 44), very good as a smuggler, and exceptional as a pilot. He was created using the heroic method, which gives characters excellent starting skills to set them apart from the rabble.


Popular posts from this blog

Ars Arcana Blog: Why No One Understands Alignment

Why No One Understands Alignment Travis J. Rodgers Alignment was introduced to Dungeons and Dragons as a character (NPC or PC) attribute. It wasn’t rolled for; it was typically selected, but sometimes a particular alignment was necessitated by the character’s race or class. But what is ostensibly a kind of “outlook” piece, cross-indexing a regard for law and chaos on one axis and good and evil on the other is at best a concept evolving across game versions. This fact would explain why long-time gamers, or at least gamers who have played multiple iterations of D&D, might view alignment differently from others. At worst, however, it’s essentially meaningless. There’s a middle path, which may be its original intent, one according to which alignment is both meaningful and quite objective – but then it’s extremely contentious. My considered view is that alignment is either meaningless or objective in a way that many players do not like (which is accurate is undertermined – the

Ars Arcana Blog 2.7: Creating a Character SPARK

Ars Arcana Blog: Bringing Your Character to Life with SPARK Travis J. Rodgers The Challenge(s) For the grizzled vet of RPGs, creating a character is often a struggle of too many options rather than not knowing where to start. The character concept comes easily to mind, either because there is a character the vet has been wanting to play or because vets often have served as GM as well as player for so long, character concepts seem to spring from an endless font. The challenge becomes determining which of the system options is the best way to make use of your character concept. Let’s call this the “How? Question” of character design. On the other hand, for the relative novice to Roleplaying, the challenge is two-fold. In addition, to the struggles of navigating a system’s options, the novice may not have, and may struggle to create, the character concept. Let’s call this new question the “What? Question” of character design. The SPARK In an episode of the Dungeon Chat

Ars Arcana Blog 3-1: A Party Comes Together

A Party Comes Together: A Modal Approach to Group Dynamics Travis Joseph Rodgers Ars Arcana Blog Volume III, Number 1 Two of the central struggles associated with an RPG party - as opposed to the players or the game itself - are how to bring a diverse group of characters together in the first place and how to keep them sufficiently together in the long run to keep them a party. I draw out two distinct polaristic approaches that are especially difficult to make work for most groups: hard railroad and utter chaos. I draw out a third possibility, based on modal operators (what is possible, what is necessary, what is impossible). Hard Railroad Whatever railroading is in an RPG, there is a bad version of it. Eliminating player agency altogether seems also to eliminate the role of the player. This seems antithetical to the nature of an RPG (it's a ROLE PLAYING game, after all). At the same time, what amounts to railroading will depend upon what an agent wants to do. If an agent w