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One Shot Characters: Fully Detailed or Blank Slate?

Do whatever you want... it's a blank slate. [1]

Do whatever you want… it’s a blank slate.

One shots are not necessarily my preference for gaming experiences, but I go to so many conventions I end up playing a large number of one shot games. While I love and treasure a good campaign, I end up spending quite a bit of time thinking about what makes a good convention game. I suppose if you’ve read some of my articles here on the Stew, you might have noticed that particular obsession.

After a very good time at Queen City Conquest this past weekend, I spent quite a bit of time mulling over whether it’s better to come to the table with characters that are fully fleshed out or are created at the table. Which PCs are available to the players is not the only important ingredient to a good con game, but they are the gateway into the game for the players. Whether they’re creating the characters there or choosing from a group of pregens, the characters can be the make-or-break difference between a merely good game and an absolutely great game.

 Which way is better? Do I really need to choose? 
Many of the games I’ve been gravitating towards running at cons are PbtA (Powered by the Apocalypse) games which are usually designed to have the players quickly create their characters together at the table. The usual playbook style allows for some quick, defining choices and then working with the other players to define relationships and history between everyone which the GM takes into account as they run the game. Running this style of games has definitely helped build my skills as a GM good at crafting story important to the PCs on the fly. At the same time, though, when I think back on some of the best con games I’ve played, they often involved pre-generated and fully-fleshed out characters that were put together with skill and thought for the game the GM was presenting to the table.

Which way is better? Do I really need to choose?

Cons of Blank Slate:

 

Cons of Fully Detailed:

 

Pros of Blank Slate:

Or give 'em some personality for the players to play off of! [2]

Or give ’em some personality for the players to play off of!

 

Pros of Fully Detailed:

 

There really are pros and cons to both sides, and I’ve seen good and bad games happen with either approach to characters. Really, it’s going to depend on the game that’s being played and what the GM is bringing to the table.

Do you have a preference for the type of characters you bring to the table or what you end up playing?

9 Comments (Open | Close)

9 Comments To "One Shot Characters: Fully Detailed or Blank Slate?"

#1 Comment By John Arcadian On September 14, 2016 @ 6:33 am

I totally want to create an artificially animated Milton Burle-esque wooden artist model in my game now.

When I run convention games around a certain theme, I find it’s better to have characters geared to that theme. Especially when it comes to Superhero games. If you are running a grim and gritty Watchmen style game, but the players show up with Legion of Superhero teen heroes, it loses tone and engagement with the theme quickly. Games are usually easier to get into a hilarious mode on their own, but some players have a hard time figuring out how to engage on their own. Having something to riff off of can help inspire them and run with a concept.

#2 Comment By Angela Murray On September 14, 2016 @ 2:06 pm

I think that’s a pretty good point on the serious vs. silly. I have a threshold of silly I enjoy and it can be very easy for games to cross them if tone of the characters isn’t managed.

#3 Comment By Philippe Marcil On September 14, 2016 @ 8:48 am

Very interesting article.

I have been preparing some one-shots and I have been toying with the correct approach. I think it really depend on the games you are playing.

For some system, a middle of the road solution would be to create multiple pre-made characters leaving the players choose between them. This particularly work well for F20 games were character creation could be cumbersome because there is many broad decision points: choose class, choose race, choose your equipment, choose spells, level up to match the adventure level and etc.

#4 Comment By Angela Murray On September 14, 2016 @ 10:32 am

The middle-of-the-road approach is kind of what I did with my Doctor Who pregens. I designed them so some of the characters are suitable for people who don’t have an intimate understanding of Doctor Who. They also get to name them, choose a gender, and choose an appearance. It’s been interesting seeing the similarities and the differences in what players do with the characters. One character doesn’t mention a home of origin, but every single player has declared the character is British. Another almost always gets a nerdy t-shirt and a Hawaiian shirt worn over the top.

#5 Comment By Sardonicus On September 14, 2016 @ 10:36 am

An excellent article.
As pointed out, there are pro’s and con’s, the trick is to slide the ‘right’ characters into the ‘right’ game style with the ‘right’ players, but thats the trick with all games 😉

#6 Comment By Angela Murray On September 14, 2016 @ 2:08 pm

Thanks! The answer really is, “It Depends”, but it would make for a pretty poor article if I didn’t ramble on about it a little further. 😉

I guess you could say you have to make sure you have the right characters for your game, and then try and help get the right players into those characters. When you do get it right, the game can be magical. 🙂

#7 Comment By Lee Hanna On September 15, 2016 @ 3:06 pm

I like mine sort of in the middle. It seems that most of the games I run haven’t had personalities explicit in the character statistics/abilities/whatever, so how the character is played is open to the player. Yes, this one is a good shot and a helicopter pilot and is female, but that’s all there is. I haven’t been very creative on putting any more detail into them than that. My games have been of the Old School that way.

#8 Comment By Eric Paquette On October 10, 2016 @ 9:03 am

Fore one-shots, I prefer a middle of the road approach for one-shot character creation. The skeleton and most of the muscle mass has been decided and I leave a few mechanical decision points so a player may customize the character for their style.
For the narrative, if I have a specific requirement then I make that choice. Otherwise, I let the players answer leading questions to provide details. I love leading questions in one-shot games as they permit to customize a scenario each time you play with a different group.

#9 Comment By Korbl Klimecki On October 31, 2016 @ 12:50 am

I decided I wanted to do a one shot zombie game for Halloween, so once I figured out my system and basic story, I made up a set of ten characters. The specific number was actually because I’m running in the Magic the Gathering multiverse and I wanted two characters representing each color of magic, but it also handily gave me twice as many characters as I might have players. Aside from making characters that mechanically fit the world, I just gave each character a name and a basic reason to be in the town the adventure was going to take place in. Character genders were determined by the art of the card that inspired each character.