D&D — How to Make Interesting Player Characters

A couple of friends have asked me recently (for different an unrelated campaigns, even) about how I make a player character that I am excited to play. It’s worth noting that they were relatively inexperienced, and while they knew what D&D is and how to play, they didn’t have enough experience to know their options and how to capitalize on them for maximum anticipation. I’ve talked about this a bit, but haven’t made a full blog post about it, so here it is, oh friends of mine from the future that have asked me this same question.

That said, this guide will be geared towards those players. I would say the majority of people who play D&D regularly as a hobby tend to have a backlog of possible characters they would like to play and are simply waiting for the opportunity to pull them out (like me). Even if that is the case, though, maybe they’re not as fleshed out as they could be, and this guide will help you learn more about that cool idea.

Here we go.

Step One: Identify your Rule of Cool. This can be anything. Maybe your cool thing is casting spells on your enemy to make them think you’re their friend. Maybe it’s the too-cool-for-school rogue that only feels happy when she’s stabbing somebody. Maybe it’s a backstory, like your parents were murdered by birds and now you are on a quest to kill every bird for revenge. It doesn’t matter what it is, just search deep inside your soul and find the answer to the question “How do I achieve maximum coolness?” because everyone should be able to feel cool when playing their heroes.

  • To follow along with an example of my own characters, one of my Rule of Cool things was that I wanted to play a Lawful Evil character. Somebody that is selfish and manipulative, but still helps the party. (We’ll get to that part.)

Step Two: Identify how your Rule of Cool manifests. How much of that thing is narrative, and how much of it is actually gameplay mechanics? Wanting to murder every bird is narrative, because it doesn’t have any influence on what race or class you are. Wanting to mind control all your enemies does inform your class, though. You’d be hard-pressed to make a barbarian whose main purpose in combat is to mind control, for example. Once you figure this out, you can more easily identify what parts of your character you still need to figure out.

  • My Lawful Evil character was a dark elf, or a drow, because in most common lore, dark elves are lawful evil. So this Rule of Cool informed race, which helps inform backstory, but there is no hint of class yet.

Step Three: Find the ‘But’. This is the critical point in which your cool idea becomes an interesting and nuanced character. The idea here is to fill out the rest of your basic character concept with something that significantly contrasts your Rule of Cool idea. Maybe your mind control character is a big dumb goliath. Maybe the guy that wants to kill all birds is, secretly, a bird. Maybe your edgy rogue character secretly just wants to be loved. It doesn’t have to make sense (yet), it just has to be interesting enough to get you interested.

  • My drow still didn’t have a class here, so that’s what I used for the ‘But’. Lawful Evil drow? What if he’s a bard that sings songs and inspires people around him? How does that work?

And now for Step 4: Use those two mismatching ideas, and find a way to make it work. This will pretty much always tell you the basics of their backstory and make filling out details easy. How did this dumb goliath get mind control powers? Why did your edgy rogue turn to stabbing people when really they’re just lonely? Why does a bird and his parents get attacked by other birds? The idea with the ‘But’ here is that it allows you to ask specific and direct questions that inspire their own answers. The Cool idea and the But idea should be mismatched in a way that asks these obvious questions.

  • How does a lawful evil drow become a bard? Easy, he found himself orphaned on the surface (for reasons that aren’t important so I don’t care yet) and was adopted by a nice noble family. They loved him and cherished him. Gave him an education and taught him music. He hated it, because he wanted to have a cruel, twisted life so that he could use that hatred to be edgy and drow-like. Instead, he had a cushy lifestyle he was too embarrassed to talk about. Which is a fun secret to keep from the rest of the party!

And you’re done! …ish. It’s important to note here that none of this process actually nails down anything concrete. It can, but really the point is to figure out all of the important basics for your character and then decide what you want later. Our friend that murders birds still doesn’t have a class, for example. Our mind controlling-goliath has a few different options regarding class. Our edgy rogue can still be any race, and there’s lots of room for growth and exploration regarding their backstory.

That’s pretty much it. Getting interested in your character is really just a matter of brainstorming the right questions and coming up with answers that add depth and dimension to your character. The specifics can always be more refined later.

Poem — Tea for Who?

I once thought that I knew who
I was put on this world to be,
But then I was thrust into a new view
And ’twas not my cup of tea.

To learn that you have never stood
Where you say you had grown up
Would mess with your head for good—
It sure overfilled my cup.

All those friends I thought I knew,
Had all just been a dream.
A clever reconstruction, brewed,
Though that place had no cream.

To push ahead, I know I should,
But still I want what never was.
Things are better now than childhood
But I want to scream—as the kettle does.

(Proud to say I slammed this out in 15 minutes, though the sloppy flow probably makes that glaringly obvious. It was an hour past my bedtime before I even started. Whoops.)

Prompt: https://www.deviantart.com/sandara/art/Tea-Party-800368122

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Review — The Mandalorian

It’s been a while since I’ve actually reviewed something, and since I watched the whole first (and for now only) season of The Mandalorian in one sitting while staying home sick from work, I thought now would be a great time to talk about it, since it’s still fresh.

Since it is relatively new, though, this review will be completely spoiler-free. I was intending to add a spoiler-section at the bottom as I normally do, but my typical commentary went on long enough, and I didn’t feel I had much to add that required spoiling. So if you’d like to chat, feel free to comment and I’ll add spoiler tags if necessary.

My understanding is that everybody loves this show. It’s got everything from Space John Wick to Baby Yoda, what’s not to love? Well, I’ll tell you something contentious (to incentivize your reading): I thought the show was okay at best.

The biggest problem I had can be tied in a nice little bow, too. Every character the show told me to root for felt… edgy. The Mandolorian is the resident Batman/John Wick/whatever of Star Wars. So cool he never even takes off his helmet. He gets a pass because this is long-established Mandalorian lore, but I believe it is still worth mentioning. You have Cara Dune. Ex soldier and so awesome she can mop the floor with several guys at once ’cause she has a huge gun. You can tell she’s competent because our resident Batman likes her and wants to team up. You have Kuiil, who is so wise and obviously always right that you’ll be facepalming every single time the other characters don’t listen to what he has to say. And of course, you have Baby Yoda, who is so adorable that even when he’s being stupid you can’t help but ugly cry every time he’s on screen. And so on. I’m exaggerating, of course, but you get the idea.

Tied to the concept of edgy characters, this show had a serious problem with presenting and solving problems to the character. Often, these problems would arise without warning, or worse, would be solved out of nowhere, or both!

It felt like everyone was cool stereotypes that had X amount of their #cool scenes, and only failed when the plot felt it was necessary for them to be less competent. Successes and sudden salvations felt unearned because the show taught me that success and failure alike cannot be predicted.

For example, in the very beginning, when Mando (which is a stupid abbreviation, given “Lando” is already a character) is fighting the blurrgs, he is suddenly attacked. He does not hear footsteps and has no inclination that danger is near. Interesting that a master bounty hunter failed to notice a huge primal beast. Then, in the same fight, he is saved, again without warning, by Kuiil. This is more forgivable, as Mando is a little preoccupied with possible death to notice a tiny man coming to his rescue (even if he is on another blurrg). The stakes feel weird in this scene because danger was both presented to and taken away from our hero without his input in the situation at all. He was just… there. If the actor had been replaced with a punching bag, the entire scene could have played out exactly the same way (given that blurrgs are a punching bag’s natural predator, of course). This scenario happened multiple times throughout the show, but this is the best example of it because it shows both problem and answer being solved suddenly, and in the same scene to boot.

How do you solve this? Easy. You present the characters, and the audience, with a problem that seems like there is no way out. Then, when the character makes a clever use of the resources they have available to win the day, that success feels earned. If the character notices a crumbling wall earlier that day and later uses that crumbling wall to get away from the bad guy, it turns into foreshadowing and makes our hero look more competent. When salvation comes out of nowhere, the opposite happens.

The show, as a whole, also does a poor job making me care. The Mandalorian protects the asset in a way that is—as the show tells us—uncharacteristic of somebody like him. This is fine, I have no problem with that concept, but it fails to tell me why I should believe he would do such a thing. Spoilers I won’t mention aside, character choices like this are important enough to at least hint at their root. Also, the Mandalorian has a very strange gauge for who he can and can’t trust. He implicitly trusts some strangers with the most valuable baby in the galaxy while he goes off to kill people, then doesn’t trust a droid who was practically designed to protect him. Now I know what you’re going to say. “But the plot! But the plot!” And I get it. The reason he doesn’t trust droids makes sense. My point is more that he trusts random people for no reason. Also, he doesn’t trust that protector droid, but in a previous episode he leaves the baby alone on his ship with a droid he knows even less.

Overall, though. It’s a great series and has some awesome moments. The scene where he gets trapped behind a door (and the way he gets out) is incredibly well done, and did a great job at making the Mandalorian feel awesome in ways other scenes failed. The Mandalorian Armorer very much feels like a “rest zone” in a video game where you come back to upgrade your gear, and while the armorer herself is pretty one-dimensional like the other characters, I couldn’t help but enjoy every minute of screen time she had. Maybe she was my edgy OC whereas the other characters simply didn’t vibe with me.

P.S. I thought the way they ended the season was weird, as they revealed a thing that seemed too important to throw into an “after credits” style scene, but after talking to my brother about it, he made a good point. You need something to tease the next season with, and revealing it earlier in the episode/season would have left nothing to be excited for for later.

D&D — Aleor Campaign Diary 1: The Night of Fire

(Here is the first of a series of posts retelling the story of my most recent campaign. I’m going to translate this into mostly narrative, but there will be a few D&D terms as well.

If you’d like to read the Lore intro to Aleor, you can catch up on it here.)

Our story begins in a tiny village called Soulrest. Little more than a pitstop, Soulrest is famous for its large inn, being a convenient place to rest for travelers between the region of Eastbend and what remains of the once-great Aloran Empire to the west. The town counts its population in the hundreds here. Everyone knows everyone else, and the most notable thing to happen in the span of a few months is when Ubin, the de-facto mayor, was uncharacteristically nice to some people.

There is no adventuring here. At least, not yet. But at year’s end the town gets excited for their yearly bonfire: a ritual called the Night of Fire. This holiday is held at the top of the ruined tower that overlooks the village, and a great bonfire is lit where townsfolk throw away things they no longer need in preparation for a new year. Jeremy Squips, a traveler from Eastbend, is staying at the inn when he hears about this event. He had planned on continuing on, but decides to stay an extra night so he can enjoy the festivities.

Our players, not yet heroes (or even adventurers by any means), are Balgraff Greyhand, the dwarf blacksmith, Sieg Warsen, son of the inkeeper, and Buck Holder, son of the cobbler.

Many of the townsfolk gather at the top of the old tower. Ubin has lit the huge bonfire, and its height allows it to be seen for miles. Then, one by one, the people go up to Ubin’s large red orb, touch it, then throw something into the fire. Not everyone does this, but a good many folk do. Jeremy chimes in with a bit of music to add to the festivities. Buck is given a box by his father to throw in. He doesn’t know what was inside, but he takes it. As soon as he touches the orb, it cracks, and for a moment everything stops. Ubin rushes up to him, but when he inspects the orb, there doesn’t seem to be any missing or sharp pieces, and Buck appears unharmed. The wise old elf appears clueless, but Buck swears he saw him nod to himself ever so slightly.

The Night continues until a loud explosion centered in town fills the air. They look to see the Happy Camper, the local general store, going up in flames. Everyone bursts into action, but none are as quick to act as Buck, Sieg, Balgraff, and Jeremy. They hasten down the hill and start doing all they can to fight the fire, throwing water pails at it and smothering it with whatever they can find.

When all is said and done, the fire is put out, but not before it destroyed the town’s beloved store. The smithy and inn were on both sides of the Happy Camper, and they sustained a bit of damage on their own. It’s a bad start to the new year, and to top it all off, Jeremy comments that he saw hooded figures running into the nearby forest immediately after the explosion…

To be continued…

Me — The Most Important Piece of Media

I want you to think about all the media you’ve consumed over the course of your life. All the TV you’ve watched, the books you’ve read, and the games you’ve played. If you had to pick one thing, what one thing had the most impact on who you grew up to be? Now, I’m not asking you what your favorite piece of media is, although they might actually be the same thing.

I’m sure a lot of people from an older generation would pick a movie. Maybe a classic TV show. Somebody very young might pick a game like Fortnite (although, to be fair, they might not have experienced their “Most Impactful Thing™”). I would be willing to bet that a lot of people my age would pick Harry Potter, given that we got to grow up with the books and it touched so many millions of lives. It’s certainly not what I would pick, but I don’t think my answer would be all that surprising to anyone, either.

My favorite game is Dragon Quest VIII. My favorite movie is Dumas’ The Counte of Monte Cristo (2002). My favorite book is, well, a hard choice, but anything by Brandon Sanderson will be up there.

But I would say that of if you took one piece of media out of my life so that I would never have experienced, the Kollin that would be the most different from any other Kollin would be the one that hadn’t watched Avatar: The Last Airbender.

I’ve reviewed Avatar before, but that post is mostly just me gushing (poorly) about why it’s so great. (Side note: That post is already almost three years old… Next week is the show’s 14th birthday… oh boy.) I didn’t analyze why the show is great then, and I won’t do it now. You can look up YouTube videos (or even series) on that premise that explain it better than I can.

I will explain why it’s so important to me, though. First, it has a magic system that is so simple and easy to understand, yet involves interesting complications. Once you understand waterbending, you can follow the train of logic that leads to bending the water in plants, or blood, or the very air itself. The magic system is so simple, yet so robust. I love magic systems, and while I don’t quite have the fanaticism that Brandon Sanderson has, magic is my favorite tool to employ in the fantasy wheelhouse.

But more than that, Avatar has amazing characters and plot. Every major character is incredibly well fleshed out, has important character arcs, and they each have long journeys to take. The show has a level of storytelling that is compelling in the same way the magic is: it’s easy to follow (especially in it’s episodic nature), but the overarching implications are more complex and interesting. You don’t have to watch Zuko and Iroh’s separation at the end of Book Two to feel the emotions in their reunion at the end of Book Three, but it is far more emotionally rewarding and cathartic if you do.

I had a dream less than a month ago in which I knew I was dreaming, and I had full control. So far, that is the only time that’s ever happened to me. So what did I do? I fought off a bunch of dudes with earthbending. I often have mental images of characters in my stories that I like to imagine myself embodying. (The one that’s been on my mind the last few months is a large, perhaps elven character carrying a staff.) Regardless of day or time, though (and especially in the shower,) I still find myself enjoying the image of lifting and launching rocks with what is basically just martial arts.

Am I embarrassed to admit that? Yeah, a little, but I think retaining a piece of the kid inside you is very important. And the little kid inside me loves to shoot rocks at people.

D&D — Making Magic Items

I’ve been pretty bad at posting on time lately, and I apologize for that. I’ve had a lot going on and it’s proven very difficult to not pour all of the free time I do have into mindless things just to relax. From now on, though, I’ll just post whenever I see fit, sticking loosely to my current Monday and Thursday schedule, and I promise to stop apologizing for being late.

The last week or two I’ve been thinking a lot about magical items for Dungeons and Dragons, and it really surprised me that it was just so easy to come up with new items. Virtually any cool thing you can think of can be spun into being balanced within the rules of 5th edition, so the more I ponder it, the more ideas I get. Now, I’m not going to just list them all, but here’s one of my favorites:

Practiced Wink — Wondrous item, common

While wearing this monocle, you can add your proficiency bonus to Deception checks when passing yourself off as nobility. If you are already proficient in Deception, double your proficiency. If you have the ‘Noble’ Background, this benefit applies to Persuasion checks instead.

What this basically means is that this magic monocle makes your lies more convincing if you’re trying to make people think that you’re a noble. If you are a noble, it makes you better at convincing them to do as you say. I think it’s a fun item that, while not terribly useful since it’s parameters are so specific, can allow for some interesting moments, which is what D&D is all about.

It’s been fun to stretch this muscle in a new way. Usually when I’m thinking of creative stuff like this it’s usually interesting characters, scenes, or cultures. My interest in worldbuilding stems from the broadest strokes possible—how the gods created the world and what the answers to this fantasy universe are.

But these things I’m making now are for the express purpose of making game night with friends a little cooler, or a little sillier, or a little more engaging. It’s really fun to start with a cool name for an item and then figure out what it does from there, or have an interesting idea for a mechanic and then discovering what type of item it should be and what a neat name for it is.

I’ll admit, this has gotten me pretty interested in being a dungeon master again. I’ve been toying with the premise for a new campaign, and I know exactly how I would get that ball rolling, but I’m not ready by a long shot. For starters, my life is too busy to devote another 8 hours a week to D&D (4 hours for the game and 4 hours for preparation is actually pretty generous, it would probably be closer to 10 or 12).

In a way, D&D is cool because it allows for everything, just like the magic items I’m working on. I have silly items like the Practiced Wink, cool, powerful items like the Devil’s Bargain, and interesting items that change the way you play your character like the Wizard’s Retort. I want the games I lead to be a myriad of things. I want it to be a place where you can sit and relax to have a good time with friends, but also tell an awesome story through both character interactions and game mechanics. Not all D&D is like that. In fact I would hazard to say that the vast majority of D&D is only ever one of those things at a time.

But we’ll see.

D&D Dialogues 6: Taldarrin of the Twiceborn, Pt. 1

This is the story of Taldarrin of the Twiceborn, an elf druid from a small druid circle, and my current character in our weekly campaign. (For the record, this campaign has met weekly pretty consistently for three months, so I think it’s almost our longest stretch of a single storyline in a long time!) This story is the beginning of the most intense roleplay I’ve ever had in a session of D&D (which I will be honest, is not covered in this post), and I think it’s made Taldarrin the best player-character I’ve ever had. I’ll tell the story based on the information the rest of the party had and when they acquired it.

Taldarrin is a simple man. For a good while in the party’s adventures, he’s been kindhearted and protective. He genuinely tries to seek the most reasonable solution in things, and in general I would say he does a good job. He knows death is a natural part of life, and has no qualms with killing if the person or thing is harming or threatening the livelihood of others. When he got involved with multiple coups/rebellions, he did so with discretion and realism, approaching the problem that would get the least amount of people hurt.

Throughout the party’s journeys, he’s also been very upfront with his goals. He is searching for his daughter, who was kidnapped by a group of malicious druids called the Nightcrawlers. She left their druid circle about eight years ago, and he departed soon after in search of her. He’s traveled halfway across the world in search of her, but there has been no sign. On the way, the party finds a teenager dabbling in necromancy, and Taldarrin makes a point of him returning home and trying to convince him that a quiet life with his parents is a noble pursuit. It doesn’t work too well, but it’s here that the party begins to see his true colors. He doesn’t really care what the kid wants for his life, he wants his parents to know he is safe, and for them to raise him better so that he doesn’t want to leave.

Weeks go by, and the party defeats a supposed god-king and battles with one of the party member’s evil mentors. They uncover an ancient petrified forest that used to be a druid circle. Taldarrin is fascinated, but they don’t tarry long, for they have places to be. This is where we get to the most recent two sessions of the campaign.

The next stop is a metal city called Arx, famous for its wizard’s college. Elaine, the party’s cleric who studied there, has clues that further her own goals, and wants to find out if the answers she seeks can be found there.

Upon arriving at the gates, however, the giant metal automatons halt Taldarrin, Cael, and Mike. The party finds out that the city does not allow druids inside its walls. And also apparently Mike is evil, unbeknownst to all of us (including Mike). Accepting this, the party decides to seek out the nearby druids who are giving the city trouble. Taldarrin thinks that he might be able to get the two groups to meet and discuss things peacefully.

They find the druids, who let them in because the party has druids among their ranks. Arx has been deforesting the region for some time, and the druids have been destroying the offending automatons, raising tensions between the two factions. At this point, Taldarrin’s plan is to set up a meeting with the ruler of the city as well as Jog, the local archdruid, and get them to find a compromise while he himself communes with nature to try to speed up the regrowth of the forest.

All of this is sort of thrown out the window when he sees Rinn, his daughter, living among the druids here. She has her hair cut short, she’s very toned, and her eyes show the golden luster of a lycanthrope.

 

I’ll be honest. The following conversation and ensuing roleplay was a day I had both been looking forward to and dreading since I made this character. My friend’s campaign leans more towards combat and action rather than conversation and roleplay, and our campaigns often run into long unrelated tangents or silly shenanigans (though the actual canon of our stories tends to be pretty level for typical fantasy stories), so asking him to roleplay a serious conversation between an estranged father and daughter was treading into uncharted territory.

What happened next will shock you!

Clickbait aside, turns out I had nothing to fear. He did a great job and played the character and conversation exactly as I imagined it to go. Tune in next time for what will basically end up being a specific retelling of what happened in our most recent session.

(Fun fact, this art is literally the miniature I use for Taldarrin! I just found this picture online and it matches the mini’s features exactly, though I have no idea what the origins are for either.)

D&D — Dungeons & Dragons as Escapism

I’ve been playing Dungeons & Dragons for a while now. Technically, at least eight years, but I’ve only been serious about the hobby for the last two or so. I would attribute two things to this. The first is Critical Role, which I think is self-explanatory. If you play D&D you probably know what that is. The second was a surprising amount of interest when I offhandedly commented the possibility of running a campaign with my improv friends. Those two things put together suddenly made D&D a much bigger part of my life, and it wasn’t until then that I realized the untapped potential the game had for me.

Before I got serious, D&D was a hobby; an incredibly complex board game in which you made your character and then cast the spells you picked out on the monsters the DM picked out. But then I realized that it didn’t have to be simply a video game. It could be a stage. It isn’t just about numbers and statistics and jokes. It could be a place to become somebody new and then behave as they do. You work in a headspace not your own in a world so different from the one you live. It isn’t the natural 1s or 20s that interest me anymore, it’s the choices the players make at the table because of a world we all created together.

I had a dream recently where I ran down a steep hill and turned into a bird, gaining speed as I swooped down and feeling the air press against my wings as I soared upwards and over everything else. I have never flown in any of my dreams. The closest I’ve gotten was jumping like The Hulk or being thrown from point A to B. But the feeling of flying was unlike anything I’ve ever experienced, and I am under no illusions: it is because my current D&D character is a druid that can shapeshift.

I don’t play to win anymore. In fact, the concept of “winning” D&D seems silly to me. Even if you and your friends are playing through a story that has a definitive beginning and ending, you can’t really “win” in the same way you don’t “win” when watching your favorite movie. It’s just an experience.

So nowadays, when I make decisions in this imaginary world, I don’t think “what is the optimal play”. I don’t even think “what is the optimal play given the information my character has”. Instead, I think “what would Taldarrin do in this circumstance?” For me, I get the most out of the experience by making the situation as believable as possible.

For example, at level 2, Circle of the Moon druids are basically the most powerful class in the game. Among other things, they can turn into a brown bear, which could probably fight off 3 other level 2 characters at the same time. Taldarrin has only ever turned into a brown bear once, and this was for intimidation, not power. He used to turn into a giant spider a lot, but every time he has, he’s rolled very poorly. So canonically, Taldarrin simply does not understand how to accommodate for all those eyes and legs, and thus doesn’t turn into that anymore. I think that makes for much better story telling than “when we fight I always turn into a bear, and if I roll badly it’s just a bad day. I’ll turn into a bear tomorrow”.

I don’t begrudge other playstyles. D&D is amazingly versatile, and any way anyone likes to play is certainly valid. I’m merely stating that I got a lot more out of it when I moved it from “video game” to “acting” in my head. I think all of us like being somebody else every once in a while, and Dungeons & Dragons is a great way to do that.

D&D — Preparation for a New Campaign

A couple friends of mine and I are going to be starting our next campaign of Dungeons & Dragons soon, which means new characters, new worlds, and new adventures. Creating characters is probably one of my favorite parts of D&D just because I love the process, so I thought I’d talk a little bit about that. It’s worth noting, though, that our dungeon master wanted us to make all of our characters in a vacuum,  so if we end up with five healers, so be it. But I mean, that would never happen…

That said, I won’t be giving you all my character’s backstory and whatnot here. I plan on starting a journal for him on the blog anyway, so I want at least some of his personality and tale to come up over time.

We’ll just name my character now for the purposes of reading and writing: his name is Taldarrin.

So, as always, I start with a seed of “Oh, that’s neat.” This time around, it was my character’s quest. Taldarrin’s quest is to find his daughter. It stems from the fact that most adventurers tend to be pretty young, and parents are usually completely out of the picture (often via murder), so I wanted to put a twist on that and have my character be a parent.

From there I tend to think of how to turn that idea on its head by adding something opposite to it, or as I’ve never called it until now, “the but”. My favorite example is when I wanted to make a lawful evil character, so I made him a bard. Ex: “This guy is deceitful and antisocial, but he plays happy tunes for strangers”. This circumstance was a little bit more tricky, simply because it was so open-ended. I went with “He’s searching for his daughter, but she doesn’t need/want him.”

At this point I usually have to spend the rest of my resources (defining race/class/gender) justifying how those two clashing ideas work, but for Taldarrin I was still left with a pretty empty bowl. So I just picked Druid, because I’ve never played one and they seem fun. Like every other class I haven’t played.

The implications of this are pretty interesting to me. In most typical campaign settings, druids form nomadic tribes that generally stay put most of their lives. It isn’t common for people to just leave, and that wouldn’t be an interesting motivation for his daughter, anyway. So I needed a way for his daughter to leave, which would naturally inform Taldarrin’s own reasons for pursuing her.

The rest of the backstory will more than likely come in time, but there’s a few more steps we haven’t got to.

At this point, I generally come up with the name and voice I use for my character. In short, I would describe Taldarrin as your typical lawful good paladin, only he’s an elven druid instead. I often use personality to figure out both of these things, and I came with something I feel is a contradiction: any voice I’ve come up with seems to be too deep for an elf! I’m still working on this, actually, but the vibe I’m going for is “wizened and pleasant protector”.

After all that, I usually write a short story in their perspective just to nail everything down, and then it’s off to roll some stats.

Welcome to the roster, Taldarrin.

Me — My Dislike for Televised Media

I’m not a big fan of televised media as a whole. It’s characteristics don’t synergize well with my personality for a number of reasons, and as such I don’t watch a whole lot of things. It has led to this new problem, though, that I can’t relate to analogies people bring up in movies or TV shows, even classics, so there’s this barrier that happens between me and other writers. It’s something I need to work on, and I’ve tried forcing myself to start a weekly classic movie night, but it has never stuck.

I’ll say this much—I like movies way more than TV, and this is almost entirely because of the time investment. I really don’t want to watch the same characters dealing with the same issues over and over again for twelve one hour long episodes for ten seasons. That’s just… insane to me. One season I can get behind, but investing hundreds of hours watching one thing? What a waste of time. (And yet here I am complaining when I’ve binge watched almost 500 hours of Critical Role. Humans are nothing if not contradictory.)

I can enjoy movies without complaint because I know it’ll be over in three-ish hours. It’s not something I’ll spend the whole day getting a fraction of the way through. I’ll meet the characters, experience their story, and be done. Rarely are movies made with the intent of cliffhangers to explore in the sequel. We can’t all be the MCU.

But the biggest roadblock for me is the fact that TV shows tend to be much more character driven than plot driven. I know how to write a plot. Telling stories is my jam. The thing that my writing is lacking in is character, so I would learn a lot more from TV than movies.

Okay, I do have an explanation for the Critical Role thing. The biggest reason why I’m not just watching televised media constantly is that it demands all of my attention and focus to consume it properly, and if you know anything about me it’s my incessant need to be multitasking whenever I can. I’m not just playing games, I’m listening to podcasts. I’m not just eating I’m making a new playlist of music. You get the idea. I can’t do that with movies or TV, so I can’t help but feel like I could be spending my time more efficiently.

Also, going to the movie theater is awful. $10 for 2 or 3 hours of entertainment, are you kidding me? I would expect a video game to entertain me for at least 15 hours with that price. (You’ll notice I dislike going to see things in theaters in particular.)

I really don’t have much free time to myself. Even devoting enough time to watch one new movie a week feels like a lot, and I no longer consider that free time. In an ideal world I would have a time every week where I just sit down and watch a new movie, but my schedule doesn’t currently allow for that.

So until that day comes I’ll sit here twiddling my thumbs and grumbling about how I dislike television like an eighty year old man that doesn’t understand texting.