Character Creation

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Character Creation Empty Character Creation

Post by Laguna Maruko on Thu Jun 30, 2011 12:26 am


The Basics
Do you want to role-play a male or female character? There are advantages to either. This is mostly a personal choice. Most people tend to stay with their own gender - at least for their first character, although there are many people who cross-gender role play.

What's in a name? Quite a bit of information, honestly. Your name, oftentimes, is the first impression another player will have of you. In a wrestling federation, a name like ―FluffyMuffiN or ―IMdaNewRKOrton is often frowned upon. A good way of deciding if your name is appropriate is to picture your character in a real life scenario. Would a parent name their child ―IMdaNewRKOrton? Ultimately, the decision is up to the player. Keep in mind where you are playing, however. Under character names, some people find a simple search around a baby names site useful if they're stuck on what to name a character. The following are useful sites:

Having a vague idea of your character's personality is always good. Personality is how your character reacts and responds to certain situations. Is she a heel, or is she nice as a face? This choice will affect your game play, seeing as your evil monster heel will not likely allow the American hero to walk away from a match unharmed, not matter how much you like the American hero out of character. Personalities often conflict, which is normal. Don't expect everyone to get along, just like in real life. However, don't bring your in character (IC) drama out of character (OOC).

Alignment is usually used in Dungeons and Dragons and other related games, but it is a huge difference maker in TWG. Your character's alignment is a general stereotype of their personality. The usual alignments are good (face), neutral that will fight regardless of opponent’s alignment (tweener), or evil (heel).

TWG Superstar Alignment Characteristic Traits
Role playing “Face”
Playing an essentially "Face" character may seem as easy as opening your eyes, but as with other alignment classifications, there are some points that need to be remembered. They can be as difficult to role-play believably as villainous characters. They don't necessarily have to be huggy, kissy, warm-fuzzy type of people. What define a character as being truly ―good‖ is how they work to achieve the goals they have established within their role-play, and how well their reactions draw positive attention.

Role playing “Tweener”
Tweener is the ability to not take sides in an issue or event, regardless of personal feelings. This type of character can be seen as cold and indifferent in their actions and need others to look deeper to really get to know them. They are focused mostly on their own goals that do not impact others, making them appear greedy to some. Some neutral types are very dependent on those around them at the time.

Role playing “Heel”
There are just as many adjectives for a heel; dishonorable, deceptive, abusive, cruel, immoral, and more. As with any character, a heel character is not necessarily at his worst, most foul and antagonistic behavior at all times. Being of a heel disposition only means that the capacity for these things is always there, and that they may know no limits to the depth of their depravity. This means that a Heel character can be charming, cooperative, and for all appearances a nice guy. But it’s a façade that is not likely to last long unless the character is particularly determined and capable of maintaining such a deception.

Playing a heel will never grant a player license to break TWG’s rules of conduct. Being "heel" is not a valid excuse for randomly collapsing or harassing others; and one of the most difficult aspects of upholding a "heel" character is ensuring grudges stop at your character. Don't get angry with others for their responses to your character, because they too are taking a logical role.

Tips for Heel Characters
Before making an evil character you should realize it can be more difficult than others, make sure you have a good idea beforehand of what your characters goals are. You most likely won’t get far role playing an "evil" character if you can’t make any friends. Allies can be beneficial even if the character doesn't use violence or warfare to exact his evilness. Lastly make sure to be convincing, in general not many people are evil. Define your character as being one of those unique few and you'll have a great time. Just remember that the Good Guys usually win. What makes you a villain? Most characters don't just decided on a whim that they want to be evil. This should stem from your characters history and not the players desire. Be unique. Some-thing that is not often seen, or that people fear or misunderstand is often labeled "evil". Go against the grain. This means speech and mannerisms as well as appearance.

"Evil is in the eye of the beholder." So you want to be evil to some - not all. Perhaps even most, but always have a way out. If you don't, you're setting yourself up for the fall. Focus. Know what it is you want to accomplish. Be open to change. Nothing stays static for too long. If it can go wrong, it will. Plan ahead. Might does not equal malevolence. You can have the biggest muscles, an infinite amount of stamina, and a whole slew of offensive techniques, and are still just a thug. Violence does not equal villainy. A politician in power can be ten times more corrupt than a convicted killer who acted in self-defense. Destruction isn't always the answer either. Hostages present a much more complicated situation than simply planting a bomb. Morality is important. Most evil doers have compromised moral values. Either they're working for themselves and don't think the rules apply to them, or they're working for the common good but don't understand what’s appropriate and what’s not.

The end can justify the means. You're playing TWG the way you see fit. If a few souls get lost along the way, what is that to compare to the lives you'll save after the fact? You can either end up the hero or a martyr if you're not careful. Remember that you didn't do anything wrong if you didn't get caught. And the more people that support your side of the story, the less likely you are to be labeled a "threat" to society as a whole. Set standards. Be prejudice. If you think one way, then others are misguided or utterly wrong. They're either agreeing with you, or they disagree with you. Don't be afraid to stand up for what you believe, and teach it to those impressionable rookies. Honor is for the dead. The difference between a hero and a fool is luck. The difference between a coward and a corpse? Stupidity. Live to fight another day. Keep your friends close and your enemies closer. Never let them see it coming. A good villain always has his/her ace in the hole; and usually the joker as well. Don't be afraid to ask for help in your endeavors. Just be careful what you wish for. Heel allies are just that. People will work for reward before friendship. Greed can be good motivation. Remember that if they see a way to use you as a stepping stone, they will. Especially if it gives them what you have. Take small steps at first. Test the waters. You can’t be bad until you know what good is. Trademarks. If it's been done, it's probably been done better. Find your own path, and let that aspect be yours and yours alone. Make yourself memorable. Achilles' heel. Every bad guy has one. Illness. Disability. Pangs of regret. Love for family. A persistent obsession. Maybe this is what drives your character. Turning over a new leaf. Evildoers don't make many friends. When it becomes unbearable, there are always other options. This also makes an incredibly good smoke screen. Don't be invulnerable! Sure, capture the heroes, make them watch you describe your master plan...but if they come up with some ingenious escape method, and disrupt your evil ritual of world domination, take it in your stride...don't just ignore it! Don't get silly and lighthearted. Villains are dark hearted and cruel.

Additional Elements
Deepen your role play with the additional elements allowed to you. In the wrestling entertainment industry, there are a lot of different ―entertainment‖ aspects to use within your role play, such as announcers, backstage interviewers, general managers, vice general managers, bookers, valets, personal managers, ―voice boxes‖; managers that speak for the wrestler (think of Jimmy Hart and his megaphone),

Mary Sues
One main risk in creating a character is creating a Mary Sue. There are many definitions of a Mary Sue. A Mary Sue is basically a character made with more idealization than logic, so perfect you want to kill them or try to steal the spotlight with their drama, or in other words; an attention whore. Mary Sue has what we'd all like in a real person - niceness, a wide range of skills, charm, attractiveness - but not a fictional one.

Mary Sues are usually kind, righteous, have a heart-string-yanking past, more skills than they should and are prone to godmoding. They might be propped up with 'interesting' traits, such as having a ―disability which only serves to enhance their abilities, or a third generation lineage involving a famous wrestler or a hybridism of different wrestling legends. Mary Sues or their traits tend to annoy other role players by being cliché, attention-grabbing (a character that was beaten up by their whole family that is still happy and cheery, but occasionally cries on the shoulder of a handsome stranger about it) or just plain over-the-top (a character that is part John Cena, Triple H, The Rock, and Stone Cold Steve Austin, with laser beams attached to their frickin’ heads). These kinds of characters are highly disliked, so you should strive to avoid them if you don't want eyes rolled at you.
You can have a character with an angst-filled past, skills and awesomeness that isn't necessarily a Mary Sue, just cliché. Watch how you role play them. Don't dodge everything, don't use your angst past as an excuse for your actions and only tell close friends your secrets. Give your character flaws. No one is perfect. Embarrassing habits, disabilities and the occasional cruelty can make for a much more interesting character. Stick to your character's flaws. Don't suddenly wipe away their sprained wrist when they are placed in a Wrist Lock and can suddenly get out of it without an ounce of pain, or else your character's flaws won't count and members will call you out as a phony. No character in logic would brag about being the secret lovechild of Triple H and Stephanie McMahon. It would be like saying "I'm the secret son of Hitler!‖ Hardly anyone would believe you. Characters would think you were crazy, and you'd have no proof of such relation. Let your character make mistakes. Don't blame all wrong-doings on 'I couldn't control myself' or 'My rainbow dog named Jim Duggan died last Tuesday and I've been feeling very upset'. Someone who admits they were wrong and doesn't try to make it look like they were right all along is much more believable and noble.
The world does not revolve around your character. No character will ever be the center of all role players’ attention, everyone's friend, the biggest hero of all time and only the enemy of two-dimensional villains. Trying to grab everyone's attention by speaking of your drama will only do the opposite. Even a mean character can be a Mary Sue villain if everything goes their way. Signs of such a Sue are a weapon wielding maniac that never got caught, having an angst past or vengeance to try and excuse their actions or being unfairly unbeatable. Avoid having a hybrid character, or at least make them believable avatar-wise. Let your character fail every once in a while. Don't make them invincible. Just because someone types ―Wrestler Mike swings a 2x4 at him‖ instead of ―Wrestler Mike smashes Jumping Jack’s brains with a 2x4‖ doesn't mean you get to dodge it all the time. Someone trying an attack doesn't necessarily mean it missed.

A better way to role play is to give attention rather than try to draw it to your character. Instead of trying to draw attention from the crowd with your rainbow eyes or that pet scuttling about your bag, go and strike up a conversation with another character.
If you happen to be a Mary Sue and don't want to change then don't get involved in role playing, your character will probably anger them but so they don't break the mood, they'll hide it. If they come after you later with a sledgehammer then that person probably role playing a maniac.

OOC Traps
The main key to role-playing is, of course, staying in character. It may be necessary to go Out-of-Character (OOC) briefly when explaining a technical aspect of the game to a new player, or when pinning down a standard time to meet. It is important to remember that every time you go OOC your character credibility and the role-playing atmosphere suffers. Be careful not to fall into some of these OOC traps when playing the game:

Information Separation:
Player A posts a reply within a storyline thread with "Oh man, Muscle Mike just totally dissed Brutal Brutus! He made him cry!" This sounds like an interesting thing for you to see, but wait! How can you? Your character does not know what has transpired. You want to go ask the questions that will get you the answers, but you have no IC reason to do so, even though it would make for interesting role-playing. In game information learned through OOC means is still just that OOC. Separate it. Even though you do want to comfort poor Brutus.

Also, your different characters do not implicitly share information. Your wrestler has no way of knowing that the leader of your faction just quit. Stick to your character, no matter what... Is your character truly more concerned with skipping his latest workout with his trainer than finding out why his rival has a dirty little secret? If so, why? Does the game (world) truly seem so uninteresting that the best thing for you to do at all times is sit around and mope? If so, why? Do you make a habit of ignoring people that seem distraught and confused? If so, why?

The driving question is always ―why.‖ Why would my character do this or think this? Why? If you cannot answer the why, then it is not an IC action or thought. Why would George ask Maria as a valet to the ring? She would be a great manager, and she looks good in that hot pink dress. Why would John be nice to GM Bookerman? He wants a specialty match to defeat Chris on his own terms.

Don't break the fourth wall.
This is a tricky one to explain. Basically, don't use terms like ―AFK and ―level in IC since these do not exist to the characters. Don't blurt out your life story to everyone you meet. It's common for new role players to tell their entire life story to everyone they meet, or to tell strangers about their tragic past. When this happens, conversation sounds very unnatural and scripted.

Laguna Maruko
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