| Many GM's (and to a lesser extent some Players) are
often concerned about how to gauge the capabilities of characters; to
predict how they will perform and contribute to a campaign. Most people end
up considering things like how much damage a character can inflict, how many
"Active Points" they have in abilities, their general combat effectives as
gauged by their ability to hit, to absorb damage, and how many actions they
can take. |
| Some GM's are more concerned with how many skills
talents and perks a character has, how well the character's abilities
fulfill the promise of their background; how many story hooks project from
the character to ensnare them fully into plotlines, and how many
opportunities the character has to participate in roleplaying scenes. |
| The occasional GM tries to identify what
"archetypes" a character falls into which can be a useful way of using past
characters to inform an assessment about a character with similar elements.
Speedsters tend to function in certain ways and place different demands upon
a game than a Mentalist for instance, and a GM able to recognize the various
archetypical traits of characters can shortcut their development process by
tapping into their past experiences. |
| And of course some GM's use many such techniques. |
| RELEVANCE AND RELIABILITY |
| I use some of the techniques mentioned above, and have
used others in the past, but over the years I've found that in the end
character assessment can be distilled down to two very broad considerations. |
| RELEVANCE |
| The first consideration is Relevance; a measure of how pertinent a
character is to the style of the campaign at hand. |
| What is important to a particular campaign are often
subtle and frequently difficult to summarize intangibles that a GM knows
are essential to what they want to evoke and accomplish, even if
they can't always express them clearly. Characters that fit in with some or
all of the considerations important to the GM's vision can simply be said to
be Relevant to the campaign. |
| Since different campaigns vary in what they are about,
the same character can be very relevant to some campaigns and irrelevant
(which is to say out of place) in others. This is why some characters are
fantastic in some games but come up short in different campaigns that seem
similar on the surface. This is obviously true across genres and power
levels, but it is also true across campaigns in the same genre and power
level. |
| This is often seen even in campaigns that have multiple
GM's; under one GM a character shines and under another GM they falter,
which sometimes leads to assumptions of GM bias but which can often be
traced to the hidden dynamic of Relevance at work. Though technically the
continuity of the campaign is not disrupted, variations in focus and vision
between GM's in a revolving or shared GM scenario have an often
underestimated or unrecognized influence on how well some characters are
able to contribute and conform. |
| To determine a character's Relevance a GM must first
know what their campaign is going to be about. In most campaigns this boils
down to Roleplaying and Combat, but this can be shaded in many different
striations. And of course specialized campaigns usually have equivalently
specialized considerations of Relevance. |
| For instance the needs of a noir crime / hardboiled
detective campaign are very different from a high camp space opera campaign.
The most detailed and perfect Bogartian gumshoe would be god-like in one
such game (high Relevance and Reliability), and completely out of his depth
in the other. Some would look at that example and cry "foul", assuming that
the detective campaign must be set in the Pulp era and the space opera must
be something futuristic, but HERO Gamers worth the name know that they could
just be two different takes on the same exact setting and material. |
| RELIABILITY |
| The second consideration is Reliability; a measure of how dependable
the character is, their ability to make their actions matter. |
| Reliability is a little harder to figure, but it's
basically just a numbers game. However, to determine a character's
Reliability a GM must first define what it is the character is supposed to
be good at. For some characters this is bleedingly obvious, but other
characters require a more discerning eye. |
| The goal is to define the character's metier, their
raison d'etre, their shtick. In some ways this is just archetyping by
another name, but it is typically a more discerning approach. At any rate it
can all be boiled down to the process of answering the question "is the
character good at what they do?". |
| RANKING |
| For ease of use, I typically use a handful of
descriptors describing each character's Relevance and Reliability in order
of most to least: |
- Extremely
- Very
- Somewhat
- Barely
|
| For the more numerically inclined, these can also be
assigned number values as follows: |
- Extremely (3 points)
- Very (2 points)
- Somewhat (1 point)
- Barely (0 point)
|
| In general characters that have less than 4 points
combined between their Relevance and Reliability are going to be
underperformers and / or experience difficulties contributing to the
campaign. |
| Characters that have particularly low scores are not
only ineffective, they are usually disruptive to the game as well. |
| PUTTING IT TO USE |
| Once a GM knows what their campaign is about, employing
this form of character assessment is a snap. For each character simply
decide if they are Extremely, Very, Somewhat, or Barely Relevant to
the campaign. |
| Once that has been done, the GM then just decides how
dependably the character can succeed at doing their "thing" when the
opportunity arises; in other words are they Extremely, Very, Somewhat, or
Barely Reliable, when considered as a whole. |
| EXAMPLE CHARACTERS |
|
Millennial Men |
| The Millennial Men campaign is a superheroic "Champions
Universe" campaign with about a 60/40 split between Combat and Roleplaying
and a "Bronze Age" feel.
The following list is my assessment of the Relevance and Reliability of
several Player Characters in that campaign. |
| Rook |
5 | Very |
Extremely | | Turbofist |
4 | Very |
Very | | War Man |
5 | Extremely |
Very | | Alliage |
3 | Very |
Somewhat | | Wrath |
4 | Extremely |
Somewhat | | Legend |
5 | Extremely |
Very | | Blackjack | 4 |
Somewhat | Extremely |
| Gravitic |
4 |
Very | Very | | Hype |
5 | Very |
Extremely | |
Chitin |
3 | Very | Somewhat | | Major Savage |
5 |
Extremely | Very | |
| MILLENNIAL MEN ANALYSIS
|
| Interestingly, the characters that were most successful
in the campaign were the ones that scored highest on average, while the
characters that had a lower overall average between the two considerations
were less successful, though they were equally powerful and useful
characters, and in some cases the most interesting characters when taken on
their own merits. |
| The MillMen campaign was played out over a long period
of time, and as is normal in campaigns that endure more than a few sessions,
a definite pecking order of character value developed with some characters
rising to the fore as the most useful and capable of the group. Most just
accept this hierarchy at face value and assume that some of the characters
are simply "better" than the others. |
| While it is true that some degree of distinction can
stem from superior character design, the discerning gamer realizes that
there are bigger forces at play than merely who shaved a point finer than
the next guy. |
| In the Millennial Men example, if I as the GM were to
alter the focus of the game subtly, the Relevance of the characters would
imperceptibly fluctuate. Similarly if I were to switch up the sort of
obstacles that the characters must overcome, or favored a particular sort of
resolution, the Reliability of various characters would go up or down in
response. Over time the pecking order of which characters were more highly
regarded would change to favor the currently more Relevant and Reliable characters
even if I never assigned another experience point and the characters
themselves did not change their configuration. |
| IMPROVING YOUR GAME |
|
Aside from serving as a useful assessment tool, this method can also be
employed to improve an existing campaign. From time to time in roleplaying
games in general one or more PC's just don't seem to gel with the themes of
the campaign, or fail to be effective when the time comes to take actions or
handle task resolutions. |
| Sometimes a GM can quickly put their finger on the
pulse of the problem and contrive to correct for it, but more often such a
character meets an untimely end, is abandoned by the player, or enters into
a cycle of revision and alteration in search of fitting in more
successfully. Unfortunately most such revision is usually done haphazardly
and frequently the changes don't make a noticeable improvement, or require
multiple distracting iterations to take effect. |
| That's where this method comes in handy. What is
lacking in the character is almost always evident by carefully considering
the character's Relevance and Reliability. Assuming the "problem character"
in question is decently designed in an objective sense, and the player of
the character is competent, the crux of the disconnect is either that the
character isn't very Relevant to the campaign, or that when the abilities
they have do prove to be Relevant they cannot be Relied upon, or both. |
| Usually simply improving the character's relevance to
the campaign and / or stabilizing their ability to succeed at what they are
supposed to be good at is all it takes to make the character fit in better
and contribute to the health of the campaign in a productive fashion. |