Your Character Isn’t A Normal Person

3 min read

Homo Fictitious exists to tell a story and that is the sole reason for their existence.

– Ian O’Rourke, www.fandomlife.net

This series was inspired by comments that Critical Role sets a high standard and that people feel intimidated by it or are disappointed with actual play as it does not meet the standard. The view put forward by the series is you’re very much destined to see a bit of a gap when you’re trying to compete as an actor. A better approach is to approach things as an author as most people reading this are probably better writers than they are actors.

We’ve discussed general techniques at the table so far. How meta-gaming isn’t always bad and how you should set stakes clearly and the fact this might mean you roll less dice because you’re using them in different ways.

We shift things in this piece, as we move to how you might approach characters differently to get more of an intentional, dramatic story out of your gaming experience.

Your Character Is Not A Normal Person

It’s important to recognise that your character is not a normal person. No matter what type of game you’re playing, what political or physical power the characters have or don’t, or what level they are if you’re playing a game like Dungeons and Dragons, this always remains true.

You and I are normal people, members of the humble Homo Sapien species. Your character is different, as they are a dramatic protagonist which makes them a different species and a member of Homo Fictitious

Realising this about your character is one of the key ways you can increase the dramatic story in your game without all those crazy voice acting skills.

Who Is Homo Fictitious?

The concept of Homo Fictitious was coined by James L Frey in his book How To Write A Damned Good Novel. I’d recommend reading the book even if you don’t intend to write a work of fiction. As it’s possible to re-tool the ideas for use in role-playing games. In fact, you’ll find this is a bit of a theme going forward, how some of the principals of writing fiction can be applied to role-playing games in the moment of decision at the table.

There are a number of important traits of Homo Fictitious. Homo Fictitious is exceptional. Homo Fictitious is more handsome or ugly, ruthless or noble, vengeful or forgiving, brave or cowardly then our humble selves. Homo Fictitious will also change more and will not live a normal life. Homo Fictitious does not exist to live the random, banal events of a mundane life that has no purpose or direction. 

Homo Fictitious exists to tell a story and that is the sole reason for their existence.

Creating A Homo Fictitious Character

They should be simpler.

This in itself is a bit shocking. As don’t we want complicated characters? The better way to describe it is a Homo Fictitious character is more focused, which in turn invests them with an inherent simplicity. All the complexities of Homo Fictitious are related to the story they exist to tell. Every psychological hang-up. Every complex relationship. Every event in their background. Every belief, instinct or trait they possess is purposed to the story they are designed to tell.

In truth, this makes Homo Fictitious both complex and simpler as they are designed with one purpose in mind. They don’t exist to live the random, chaotic and yet very mundane lives we live. They live a simpler life because they are authored to tell a story and as such only those aspects of themselves critical to that story are part of the make-up of Homo Fictitious.

Despite being simpler due to focus Homo Fictitious lives at the extremes.

If a Homo Fictitious character is vengeful then this trait isn’t just a random trait it’s important and central to their character and will be central to the story they exist to tell. Even if a Homo Fictitious character does happen to be a bit boring and mundane this facet of their character will be critical to their story.

Homo Fictitious should have little superfluous baggage that is extraneous to the story they are designed to tell. In a work of fiction, it doesn’t matter if a character likes baking cookies unless the fact they bake cookies features in the characters unfolding arc and narrative. 

There are some differences with role-playing games, as sometimes giving your character quirks or memorable traits is fun and some might say important to the visible role-playing of your character. I suggest applying a sense of moderation. Can the traits be more tied to the character’s story? Don’t burden your character with a grab bag of random traits to be ‘acted out’ to the extent they become a comedy member of Homo Sapien with a bunch of random comedy quirks.

The question you’re possibly asking now is how can I create a character with the express purpose of telling a story if the story is for the games master to tell?

Homo Fictitious Are Burdened With Premise

First, the idea that the story in your tabletop role-playing game is for the games master to tell is false and we’ll cover that in the future. It is true that role-playing games are different. They’re not the same as writing a piece of fiction were a singular author sits down and creates all the characters with the express purpose of telling a story they singularly control.

In a role-playing game, the story is the outcome of a complex series of events and interactions between everyone at the table.

The key thing is to not envisage having an explicit and detailed plan like a novelist but to set a clear direction of travel. Something you can navigate in play and that can inform your choices. That is why all members of Homo Fictitious are burdened with one important characteristic: premise.

We’ll discuss premise, the critical and defining characteristic of Homo Fictitious, and how it is key to delivering a more intentionally, dramatic story at your gaming table next time.

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