Making Yourself As A Character
Last changed: -209.198.95.98 - 2007-06-07 - 4:01 PM

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Making Yourself As A Character

Often when a person comes to a new game system, they'll try to make themselves as a character in it. Apart from the little thrill you get of imagining your real self having adventures, this acts as an ease-of-use and reality check for a game system. If a system says it's "intuitive", then it should be pretty easy to make yourself as a character - you can easily relate the reality to the game, and vice versa. If a system represents reality, then what you produce as a character should look about right.

There are two ways to make yourself as a character in GURPS. The Judgment Method, and the Ranking Method.

Judgment Method

This is the method that tests the ego of many a geek. Don't worry about point totals or anything like that. Have a look at RealityChecks in general. Basically, though, consider the following guidelines for Attributes and Skills:

Using the Judgment Method, you develop your character. Now, go through and review it. In general, what you find is the following:

Ranking Method

To save the egos of players, half of whom will overestimate themselves, and the other half, underestimate (and the underestimating, low self-esteem half will feel even more miserable when they see the other half's character sheets), you can do it this way:

Point totals from this method will range from 46 to 86. The character will not be the person themselves, but a representation of them. Like a cartoonists' caricature, it's not a portrait, not you, but it's recognisably you, and perhaps not so flattering.

Testing Method

It's possible to test the various attributes, and rate them. Much remains to be done here, but the DXRealityCheck is a start.

Dis/Advantages

These can be tricky. No-one wants to tell their gaming buddy that he's Unattractive, and lots of people would like to say they have Combat Reflexes or Charisma. If you're just making the character on your own, then the thing to remember with a GURPS Dis/Advantage is that 1 pt is a Quirk/Perk, not a big deal; 5pts is significant and noticeable to friends; 10pts and above really start affecting your life in a major way, becoming something that in your biography, there'd be a whole chapter about it. So be conservative when choosing them. Almost everyone will have Pacifist: Reluctant Killer, and even a battle-hardened soldier would like have Pacifist: Cannot Harm Innocents.

Point Totals

If it's just being done as an exercise to check out the system, point totals don't matter. If a GM is considering running an "us" campaign, then there are a number of things I recommend:

Summary

Most people will tend to over- or under-estimate themselves, that's why I say to be careful with this. As well as testing the system, you can have a decent campaign with such characters, especially in some Infinite Worlds setting. This was the basis for the old BTRC game, Timelords, and it was fun. As a character, you'll have something you as a person don't have: reckless courage. You know how in horror movies, we say to the screen, "no, you fools, don't go back in the dark old house!" In an adventure, you always go back in the dark old house. That's the player-character advantage!