Unlike their D&D counterparts, Savage Worlds Wizards don’t have a plethora of spells littering their character sheet. Also, there isn’t a described cantrip mechanism that lets them do little magical things all day. But that’s a problem that a little imagination can fix without altering the rules at all using skill trappings. What are Skill [...]
It has taken a some time, considerable thought, and a little bit of effort, but here is the final entry in the Character Wheel series. As promised, in the coming weeks I will compile all these various posts, edit and refine them, and put them out as a PDF so you can make better use of them.
By now, your character has a complex set of Attitudes and Motivations. You can describe him down to the mole on his left shoulder, and you know how he celebrated his sixth birthday. But do you know who was there?
A character doesn’t grow in a vacuum. He’s influenced by the people around him. As such, you need to take some time to think about his important relationships.
It’s Who You Know
Relationships are complex things, and people have a lot of them. A hugely tremendous number, really. In part, they define us. In a game, a character’s relationships are powerful motivations, tinged with deep-rooted attitudes. Each has it’s own history. To a certain level, every relationship a character has is practically a character biography in and of itself.
While you don’t want to build your whole character at once, you should give the wheel a quick, cursory revolution before you start play. The reason to do this is in a cursory fashion is that none of the details should be set in stone. While the order of the wheel is designed so that early categories readily influence later ones, during the first pass the whole character in malleable. New ideas you come up with later in the wheel can contradict earlier choices, which you can change to match.
Significant Details
Every good author knows not to bombard a reader with large amounts of superfluous description. It puts the reader to sleep and detracts from the story. Instead, it is best to present only the significant details, and leave everything else out.
The same holds true for your character. Comming up with pages of information that will never have an effect on the game is a fruitless effort. It is better, particularly on your first pass, to concentrate on creating one or two details for each category that you want to effect the story. These will be your go-to details. You’ll use them to describe your character to other players, to directly influence the character’s actions, and to provide the game master with plot hooks for adventure building.
Character creation is an ongoing process that, like any art, resists too much structure. Nevertheless, it benefits from a guidelines and process. What follows is a development tool that will help you grow a character alongside your campaign. It’s called the Character Wheel.
The Basics
The Character Wheel is a simple metaphor. The wheel’s hub are both your character’s core concept and the image you hold of them in your head. All other aspects of the character are spokes that revolve around, and are informed by, the hub.
The wheel itself never stops turning, because character development never ends, but also to provide a convenient order of operations when considering aspects of your character. As you play the game, you just keep moving around the wheel, adding to your character.
Finally, the wheel is a reference. Every has aspects of their character that they develop more easily than the others, but this can make the character’s wheel unbalanced. This isn’t terrible, by any means, but it points out weaker aspects that deserve attention.