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Topic: Player characters


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In the News (Thu 26 Nov 09)

  
  The Archaea Sourcebook - Chapter Two: Rule of Character (p.2)
Because a player knows that a friend will be playing a wealthy baron does not mean the character knows who the baron is. Because a player understands every effect and every spell in the game does not mean the character knows such things.
Dead players should remain in the location where they were killed until the fight is over and the majority of the living players move on.
Players who refuse to role-play, who ignore rules, and who disrupt the game may lose XP from their characters and be removed from play.
www.archaea.org /charb.html   (2356 words)

  
 EverQuest: You're In Our World Now
Characters will only be able to loot coins from other characters, and then only if the victim was within 5 levels of the killer.
Characters will not be able to group with anyone that is not on their Deity Team.
Characters will not be able to invite someone to join their guild that is not on their Deity Team.
everquest.station.sony.com /stats/sullonzek.jsp   (2270 words)

  
 Player character - Wikipedia, the free encyclopedia
In contrast, the character's physical presence within the world is usually represented by a collection of statistics, numbers stating the degree of certain characteristics of the character, such as strength or intelligence.
Playable characters can also refer to the multiple characters the player can control (such as the members of their party), especially in single player computer RPGs that allow the player to control more than one character.
On a similar note, some games have the player controlling another party member's avatar (usually that of the second-in-command) on the field in certain situations (if it is plot-wise, it is usually because the usual main character is unavailable and/or away from the main party for some reason).
en.wikipedia.org /wiki/Player_characters   (662 words)

  
 Proactive Player Characters and Related Issues
The players are often quite creative in how they solve the problems they are presented with, but the situation and goal are both set up by the GM.
Then the players might think of a plan, and then arrange for reasons how each of their PCs could be motivated to back that plan.
Proactive plots depend on characters whose ambition is to overturn the status quo, while reactive plots are characters whose attention is turned against the status quo.
www.darkshire.net /~jhkim/rpg/theory/plot/proactivity.html   (2540 words)

  
 Players and Characters   (Site not responding. Last check: 2007-10-13)
Players know that ASR is a game based on writing to and interacting with other players through game characters in a common place in a common fantsy world.
However, the other player does read what is being thought by another player's character and this helps that player gain a clearer picture of the thought processes of the character and helps make for richer interactions.
All characters, both PC and NPC have time invested in them and we try to be considerate of the players involved by discussing the fate of characters under their control with then before doing anything drastic.
mywebpages.comcast.net /sfe/gold/docs/chars.html   (498 words)

  
 Dummies::Looking at the Components of a Dungeons & Dragons Game
Each player creates a character (or selects a ready-to-play character), a heroic adventurer who is part of a team that regularly delves into dungeons and battles monsters.
Players can have their characters attempt anything they can imagine because there's a real, live person sitting in the DM's chair, coordinating the action and determining how every event adds to the story.
Players get possessive and protective of their dice, and having your own set means you can customize it (dice come in all kinds of styles and colors).
www.dummies.com /WileyCDA/DummiesArticle/id-3081.html   (1545 words)

  
 Eberron Expanded -- Player's Handbook II
Player's Handbook II presents four new classes for player characters: the cunning beguiler, the stoic dragon shaman, the deadly duskblade, and the bold knight.
While a character of any race or background can choose one of these paths, each class is well suited to certain cultures and nations; here are a few suggestions to help place these classes in the world.
A player character could begin as an agent of one of these forces; alternatively, one of these groups may recognize her talents and seek to recruit her over the course of a campaign.
www.wizards.com /default.asp?x=dnd/ebee/20060911a   (2846 words)

  
 Gamasutra - Features - "Player Character Concepts" [11.08.99]
For instance, my character may "hail from the snowy mountain villages of Kerbash" while yours might have "journeyed up from the depths of the under-mountain caves of Gnil." Often, these types of characteristics are not expressed mechanically within the game; they exist solely as extra fictional material for the player's imagination - back story.
The character's mechanical abilities and his fictional background were both relevant to the player's enjoyment of the game - the former to game play and puzzles, the latter to imagination and story immersion.
If, for instance, the player is someone who also thinks vampires should take triple damage from silver, yet the game's silver weapons do not take this into account, the player might be disappointed, since his expectations have been thwarted.
www.gamasutra.com /features/19991108/smith_01.htm   (1063 words)

  
 Killing Player Characters - RPGnet Forums
In "heroic" genres, I'll generally fudge (knock character unconscious, render them comatose, cripple them, etc, instead of killing them outright) unless the death is part of a highly dramatic scene like a story arc climax or unless I sense that the player won't mind taking whatever the dice dish out.
If the players get into a situation where the roll of a single die can be the death of their character, they are in the wrong place at the wrong time.
As long as the players understand their character CAN die and that it wont be a good thing, they will try to avoid it.
forum.rpg.net /showthread.php?t=84029   (1453 words)

  
 Non Player Characters
- Characters that work in the background to advance the plot, interact with the non player characters and generally keep the game moving.
Players are encouraged to add to the game content by submitting bio's for reoccurring Non Player Characters to be used in the game.
If another Player uses your NPC in one of there posts you have the creative right to reject the post if you deem the NPC was used incorrectly.
home1.gte.net /res6tzvw/ussolympicpbem2/id27.html   (328 words)

  
 HERO GAMES Discussion Boards - Player-Built Characters...
We've had a few players who've seemed put-off by our reluctance to allow characters that were built otherwise, or were brought in unmodified from their old campaigns, and I wonder how most HERO gamers feel about this.
Player and I talk about the character's concept, where I'll rule out concepts that don't belong in this campaign, point out difficulties in making certian concepts work (time control for example) or let them know a certain concept would need to be toned down for starters but can be built up to with experience.
As it was, the villains very nearly won, thanks mostly to a lack of teamwork on the part of the players (and characters) though that changed near the end of the combat.
www.herogames.com /forums/printthread.php?t=16082   (3447 words)

  
 Non Player Characters
Others are characters that come and go to help the players out of a jam or two or three.
For some reason or another the player who spent the time to generate a character, didn't follow though enough to actually play the character.
Tilendrel Ellynstrel is a character that was developed early.
personal.myvine.com /~jhunter/non_player_characters.htm   (219 words)

  
 WoW -> Info -> Realmtypes   (Site not responding. Last check: 2007-10-13)
Players who choose to play on an RP realm should abide by the Role-Playing realm policies and remain in-character at all times.
Role-Playing realms give players the chance to develop characters with a backstory who do not go blindly from quest to quest, but instead assist or hamper the efforts of others for reasons of their own.
You can see the mode that other characters are in by looking at the color of their character name (the one that appears over the character's head).
www.worldofwarcraft.com /info/basics/realmtypes.shtml   (1899 words)

  
 Multiple Characters per Player - HERO GAMES Discussion Boards
I think this is the balance you are looking for between the player running the character and the GM having a veto on their actions.
A full roster of twelve player characters would be insane, though it might be fun to play out if an attack on their base were to occur...
We solved this issue by designating their characters as part-time npc's and a couple of the most inconsistent players (no fault of their own, crappy work schedules, transportation issues etc..) would just play whichever character was free that night.
www.herogames.com /forums/showthread.php?p=1210964   (1954 words)

  
 The Arreat Summit - F.A.Q.: Multiplayer   (Site not responding. Last check: 2007-10-13)
Open Characters are stored locally on your own computer and, while you can set up games and chat over Battle.net, you cannot play these characters on a Diablo II Realm.
Since Blizzard cannot be responsible for the locally stored characters, or the servers upon which the games are played, Open Games are more vulnerable than Realm Games to certain forms of manipulation and abuses by other players.
Players in the same area will, of course, have to share any items that fall on the ground.
www.battle.net /diablo2exp/faq/multiplayer.shtml   (855 words)

  
 The Player Characters   (Site not responding. Last check: 2007-10-13)
Players should not choose an obscure member of the middle class for their parent, or anyone else that would restrict the PC’s movements in the upper reaches of society.
Characters will be created using an option from the DMG for ability scores.
These characters may be played by visitors, or by regular players whose character is absent or incapacitated for some reason.
members.aol.com /wkburger/Renaissance/PCs.html   (647 words)

  
 Creating Non-Player Characters   (Site not responding. Last check: 2007-10-13)
Player characters often have extreme freedom of action in the campaigns that I run; as a result, I often have to create non-player characters on the fly, in large numbers.
Choose memorable minor characters in preference to major ones that might be recognized.
Make the character your own by giving it a unique quality; a tendency to whisper, perhaps, or a habit of nodding at the end of each sentence.
www.maranci.net /npccreat.htm   (180 words)

  
 Non-player character - Wikipedia, the free encyclopedia
A player who is without a player character of his or her own can temporarily take control of an NPC.
Although these characters are still designed and normally controlled by the gamemaster, when a player is given the opportunity to temporarily control these non-player characters it gives them another perspective on the plot of the game.
This is a character controlled by the GM, but for which the player character is responsible in some way, and who may be put in harm's way by the PC's choices.
en.wikipedia.org /wiki/Non-player_characters   (712 words)

  
 RPG Evolution - What is an RPG   (Site not responding. Last check: 2007-10-13)
Not only must they choose, but depending on how evil or good the character is causes not only different endings, but also affects how the other characters in the games treat the player’s characters.
Characters that were somewhat light are given an accommodation by the Jedi Counsel, characters that were extremely dark take over the universe and rule it with an iron fist.
Players might have total control, giving them the ability to completely create each character as they wish, or partial control, giving the player a small group of options on how to advance the character.
iml.jou.ufl.edu /projects/Spring05/Hill/rpg.html   (812 words)

  
 Your Non-Player Characters
Just as the non-player characters will define the world the player characters live in, use the player characters to define the world of the non-player characters.
Morality (3d6): This measures the character’s moral code, or how far the character is willing to go to get what he or she wants.
Subtract their age from 16, and multiply by 2, for the chance that the character is married.
www.hoboes.com /html/RPG/BrandX/Guide/Guide-Your.html   (2135 words)

  
 Designers -- Making of a Monster
Boss character are usually found at the very end of a game play section, level or world and are used primarily for setting up a milestone event that the play must overcome before continuing on to the next level of the game.
Although limited because it is just focused on the character, character centered design can have a wide range of combat abilities limited only by the creative nature of the Boss character and the imagination of the designer.
Character and Environment Boss characters are found when the Boss character works in tandem with background or level dangers.
www.gignews.com /makingmonster.htm   (1565 words)

  
 Burning Void--Making Use of Player Characters (PCs)
When their characters are personally involved in something, the players usually feel personally involved.
If your players enjoy coming up with small, interesting details about their characters that end up being largely irrelevant to game-play, then ask them to put these in an "optional reading" section at the end of the write-up.
Tell players to be sure that their characters have reason to work with other characters.
www.burningvoid.com /rpg/2001/makinguse.php   (1611 words)

  
 In The Dark Times Character Types
Player characters are the characters whose story the game "follows" and is built around, though they are not the only people of importance in the world.
If you register after April 15th the characters will already be written and we'll give you the character that most closely matches your preferences.
This is distinct from game situations that take your character's action out of your control (special abilities, etc.), and is generally linked to "willing suspension of disbelief" or the setup of a scene.
www.fantasymaps.com /darktimes/players.html   (1109 words)

  
 Dragonsfoot :: View topic - A Plethora of Player Characters
In one case I remember a player character had an elf henchman whom he kept asking to take risks, scout ahead, etc., etc. Fiinally the elf got fed up, turned invisible and abandoned the party, leaving them short handed.
as a dm, i allow players to play two pcs if the group is small, but i have noticed the same recurring problem - in so far as - one character tends to be well defined and the other, secondary, character becomes a pastiche, a set of stats, a shadow.
One player whom I was running through d1-d2-d3 years ago lost his monk PC a short way into the adventure.
www.dragonsfoot.org /forums/viewtopic.php?t=1863   (1834 words)

  
 Player Characters
If any players out there want something added to their online profile that I've omitted from the original one you sent me (because I felt the other characters weren't likely to hear that part of your history from you), then please let me know and I'll add it on.
Since Geint is such a spunky character, I feel it's best for her to introduce herself in her own words.
Update as of Session #9: Geint used to be refered to as an "air bunny" by the other characters, rather than the typical "flying cat" misnomer.
home.earthlink.net /~kazyr/player.html   (2116 words)

  
 Player Characters - GameDev.Net Discussion Forums
In the case of having pre-created characters, it may be preferable to give a few options; several set characters which you can choose from.
The good thing about having a character not created by the player is that you can better customise the story of the game to exactly suit the character in question.
Customisable characters is something that needs to be integral to the story design for it to work; if it's something that doesn't fit then it's probably a better idea to go with a predefined character to make the story stronger (in my opinion).
www.gamedev.net /community/forums/viewreply.asp?ID=2187400   (723 words)

  
 Player Characters   (Site not responding. Last check: 2007-10-13)
These are the Player Characters from the campaign I set at the University of Hellenback.
All of them were created as "normals" by the players and then I wrote up powers for them.
Mostly, the characters owe their extraordinary abilities to the nefarious experiments performed by T.H.E.M. (see Episodes one and two), although Excalibabe wound up with mystic abilities and poor Gumby was on the wrong end of an alien snafu.
www.hellenback.com /people/univ_pcs.html   (1421 words)

  
 WoW -> Info -> Basics -> Non-Player Characters (NPCs)
on-Player Characters (NPCs) are characters controlled by the server or computer.
These characters include merchants, skill trainers, quest related characters, gossip characters, and flavor characters.
The guards will chase players and then return to the NPC that called for help once they lose track of, or kill the player.
www.worldofwarcraft.com /info/basics/npcs.html   (269 words)

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