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Character Creation

Player Connections

Creating the Right Characters

Before a campaign even begins, one of the most important jobs of the GM is making sure the player characters actually fit the type of story being told. A character can be interesting on their own while still being completely unsuitable for the campaign at hand.

Stones, Scrolls, Swords & Sorcery works best when characters are proactive. Players should create characters who have reasons to explore the world, chase opportunities, involve themselves in danger, and pursue meaningful goals. A character does not need to be heroic, noble, or even particularly good — but they do need momentum.

A good player character should generally have:

  • A reason to adventure
  • A reason to stay with the group
  • Something they want
  • Something they fear
  • Something pushing them forward

Characters who refuse to engage with the story, avoid all risk, or constantly isolate themselves can slow the game down dramatically. While these traits can absolutely exist within the fiction, they should not prevent the player from participating in the collaborative nature of the game.

As the GM, it is perfectly acceptable to guide players toward concepts that better fit the campaign. If the story revolves around treasure hunters exploring ancient ruins, a character whose entire motivation is “I never leave my farm” may need additional development before fitting naturally into the group.

Likewise, players should be encouraged to create characters that suit the tone of the setting. A highly comedic goblin chef may work wonderfully in one campaign and feel entirely out of place in another darker or more serious story. Neither approach is wrong — the important thing is that everyone at the table is building toward the same kind of experience.