Character Concept

Character Concept is how a character is envisioned by the player that directs them. It often begins with a historical or literary reference point, then builds based on what options are available by Setting. These develop into Character Aspirations. Many times, a character concept will fit into one of the typical types of Pathway of Experience as an easy starting point. The big things that inform the concept will be Race/Species (Creatures of the iVerse) and a calling, pathway or class. What is available to characters is constrained by Setting and the Game Master’s Campaign. Thinking in terms of telling stories about the character will help you envision them and then match mechanics to make the character in the setting you are playing in. It will help to talk to the GM and read the “Character” document for the Setting you are playing in to integrate key context elements.

The Story of Morgan Ironwolf

A step by step story of the player Julia building her character named "Morgan Ironwolf" in the seting of The Steel Realms.

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Ask to see if Character Chronicle Story Rewards will grant any Rewards.

Common Character Perspectives

You can have multiple cultural perspectives. Each one serves to define the Character Concept. These are quite often defined through a Basic Cultural/Regional Experience. These will serve to quickly help define and guide your character in Role-Playing scenarios; It is also an excellent measure for GMs to base rewards on.

"But, it’s what my character would do!" - These types of character aspects are not an excuse to be disruptive to the point that it constantly endangers the safety of the group or the story continuity. Find creative ways to work through situations and do not manifest them to extreme levels of Behavior for your own amusement and to the detriment of the group.

  • Behaviors/Mannerisms/Traits:
  • Values/Principles/Ideals: Playing “Evil” Characters can be fun, but it has many potential issues.
  • Motivations/Goals/Bonds:
  • Faults/Weaknesses/Flaws:

Prevalent Themes

Large and dominate themes that are part of, and have direct bearing on, the setting at large.


Character ‘Experiences’ in Play

Experiences are a great way to fill in and round out character concepts. Obviously some of these could impose some significant hindrances to play. Its very questionable if any of the negative offsets are worth the playing set-backs. It very much depends on the style and nature of the game play and the specific negative Experience. Some can really be ignored of the group does not pay attention to details, some can compensated, healed or overcome by technology and/or money depending on the setting.