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You can create your character in any order you want, and I usually spend a lot of time jumping around from aspects to phases to skills and back again, looking for inspiration. Just like the rest of this workshop, I'll try to present a logical enough order here, but use what works for you.

1) Start with the blank character sheet. The Mods here are working on a "Sheet" sheet, and it looks amazing, but it's not finished yet and doesn't work. I'm looking forward to being able to link a sheet to my games and really show off my characters. Until then, use this BBcode Dresden Files sheet (Created by Ruben and Silverkiss, with my own customization) in a post in your game forum.

Copy the code and paste it in where it is supposed to go.

2) Pick a High Concept: This is the Aspect that most defines what your character is, and it's usually in plainer and more specific language than the other aspects. Many templates in the rulebook mandate that certain words must be in the High Concept, because they are such a huge part of your character. I'll list a few High Concepts I've invented for games I play in:

  • Professional Hockey Player - You guessed it, a hockey player
  • The Knight of Stars - A Knight of the realm, his sigil is three stars on blue
  • Scion of Prometheus - A son of the titan Prometheus and a mortal woman

3) Pick a Trouble Aspect: This is kind of like a city Theme, in that while it won't be constant, it will be a reoccurring problem for you. You want to strike a careful balance here. A Trouble that is too weak makes you a Mary Sue, while one that is too overwhelming can hamper your fun, and by extension the other players as well. Your Trouble is important enough that the GM will likely resist efforts to solve the problem easily. Which isn't to say it can't change, Aspects can always change, but you will always have a Trouble. A good Trouble is mostly negative (although no Aspect is completely positive or negative), can show up to hamper you at almost any time, and helps add motivation and dimension to your character. The Hockey Player's Trouble is Everyone Wants A Piece Of Me, referring to the double edge of fame and being a role-model. The Knight of Stars has a trouble (the wording is game specific) that basically means that he is honor bound to obey a man who may well be evil. The Scion of Prometheus has I Have The Last Laugh showing how his pride often drives him to great lengths to get revenge for slights.

Experienced Dresden GM Ttory_Seller had this to say about Trouble Aspects:

As a GM, I will say that making your Trouble Aspect something that is easy to compel is great, for both the player and the GM. It means that the GM can push the story along and your character with it, pulling you into sticky situations and prompting group action. For the player it means a relatively steady stream of Fate points, which in turn gives you some control over just how bad the situation gets. It's a classic win-win situation. For instance, I compel Tay's Everyone Wants a Piece of Me Aspect quite often in The Last Escape, and he in turn gets lots of Fate points to stop the really bad stuff from happening. So far, he's been mostly successful, and it's certainly livened up the game.

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