Unless your setting demands it, start your characters small and let them earn their legend. Stakes feel bigger when the reader remembers where they came from.
When writing big moments( whether physical conflict, magical, or emotional), focus on how they feel and unfold rather than on mechanical outcomes. Show, don’t just list.
Failure, injury, humiliation, or social fallout all add depth. Characters who can be hurt can also be changed, and that’s where the best arcs come from.
@osgamer74 Absolutely! The mystery is half the fun of Fantasy, I'd say. Tolkien was great, but basically no one approaches being technically minded enough to execute the way he did.
@ClippyMagic Love this, really reminds me of how I envision the capital city of one of my countries on the forum. Minus the animals there, of course, lol Great stuff!
Boundaries, whether cultural, mechanical, or narrative, can fuel creativity. Working within them often sparks more interesting solutions than ignoring them.
How your character treats friends, rivals, strangers, and authority says more about them than any backstory paragraph. Let social dynamics change them over time.
Daily life (like jobs, chores, local gossip) anchors your character in reality. Use those details to reveal personality and values, especially when those values clash with obligations.
Ground characters in their world’s customs, faiths, and unspoken rules. Show how they follow (or break) those rules in small moments, like greetings, gifts, or handling conflict.
Don’t start with a “class” or “role.” Start with where they grew up, what shaped them, and what they believe in. A character’s origin (their family, culture, values, and so on) should inform how they act now.
Someone asked me, why does it matter if a character's roll can change the circumstances of the world in an RPG infected by storygaming?
My ANSWER:
Well let's put it this way: you are walking down the street searching for your missing uncle, in our real world.
Suddenly a group of dangerous urban youths start running at you, obviously looking to beat and rob you. You start running away, and they're getting close to catching up to you, but you put in a heroic effort, running up to and diving into a passing bus just as it was starting to drive off, allowing you to avoid the beating. Also, YOU MADE YOUR JUMPING CHECK SO WELL THAT THE UNCLE YOU WERE LOOKING FOR MAGICALLY APPEARS ON THE BUS.
That's the problem with storygaming mechanics.
In the real world, your uncle either already was on that bus or he was never on that bus. There's no way that how well you jump onto the bus would magically conjure your uncle. Having that happen IN the game means that it destroys the Emulation of the game world. It's suddenly not a real world, it's a "Fiction" (which is what Storygamers call it). And this destroys real immersion. You aren't thinking of your character as a real person in a real world, you're thinking of your character as a playing piece and mostly concerning yourself with meta-mechanics that don't even have anything to do with your character's abilities, but which let you edit the "Fiction".
Ground characters in their world’s customs, faiths, and unspoken rules. Show how they follow (or break) those rules in small moments, like greetings, gifts, or handling conflict.
The best stories happen when you let your characters surprise you. Start with a good premise, sure, but let the execution follow from what actually takes place. Stories, much like life, are a journey: aim to enjoy the path.
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Elenlond's History Deck is Here! 🕰️
Want to scroll through the ages of Elenlond?
The new timeline covers:
🏛️ Ancient empires
⚔️ Major wars
🌀 Shifts in power
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🔗 https://t.co/9M7IhJY7ir
#LoreDrop#FantasyRP