Characters in tabletop roleplaying games are often defined by their stats.
“Bob’s our tank, since he’s got the highest Stamina score” or “My wallet seems to be missing. I blame Sherry the Thief since she’s got that crazy-high Pickpocket skill. Also, her name is Sherry the Thief.”
That’s fine, but for those who want to see a little deeper characterization at the their table (like me) and don’t think “high-dexterity ranged guy with a bow” gives you much to roleplay, I propose the following for the next game you run:
At character creation, have each player look at his character’s highest stat.
Now ask each player, “How do you know?”
- How do you know that your “Drive” skill is 68%?
- How do you know that you get +8 on all Diplomacy rolls?
- How do you know that you can ride a horse better than John Wayne’s stuntman?
In real life, you know you’re good at something because you’ve done it. You’ve done it well. And if asked (like, say, at a job interview), you can even relate a specific incident in which you’ve done it very well indeed.
That’s right. You can tell stories about your stats.
And that’s the point of this exercise: to turn numbers into stories. Those stories, in turn, help define the character, and hint at what lies ahead for that character.
Example Time!
Sherry the Thief, with her Pickpocket skill of 87%, knows she’s that good because she once stole the President’s wallet at a fundraiser ball, right under the noses of three Secret Service agents.
Wow. She’s good. And we’ve just defined her as (suicidally) brave, and able to fit in at a high-class mixer.
And then there’s Terry the Thief, who also has a Pickpocket skill of 87%. But he knows he’s that good because he once stole the pistol out of Boss Gallani’s shoulder-holster, kept it hidden on his person, then used it to bluff his way out of the gangster’s hideout.
He’s got the same stats as Sherry, but just from his “stat story” we know he’s a totally different character, more likely to wear a cheap suit in a dive bar than a tux at some fancy shindig.
Conclusion Time!
Defining characters by their stats is fine, but defining characters by the stories about their stats is even better.
Try it with the next game you run, or even the next RPG character you create. I think you’ll find that a single question can add a surprising amount depth and detail.