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.
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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.
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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.
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And of course some GM's use many such techniques.
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RELEVANCE AND RELIABILITY
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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.
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RELEVANCE
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The first consideration is Relevance; a measure of how pertinent a character is
to the style of the campaign at hand.
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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.
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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.
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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.
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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.
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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.
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RELIABILITY
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The second consideration is Reliability; a measure of how dependable the character
is, their ability to make their actions matter.
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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.
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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?".
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RANKING
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For ease of use, I typically use a handful of descriptors describing each character's
Relevance and Reliability in order of most to least:
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- Extremely
- Very
- Somewhat
- Barely
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For the more numerically inclined, these can also be assigned number values as follows:
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- Extremely (3 points)
- Very (2 points)
- Somewhat (1 point)
- Barely (0 point)
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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.
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Characters that have particularly low scores are not only ineffective, they are
usually disruptive to the game as well.
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PUTTING IT TO USE
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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.
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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.
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IMPROVING YOUR GAME
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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.
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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.
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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.
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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...i.e. improve their Reliability...
is all it takes to make the character fit in better and contribute to the health of the campaign
in a productive fashion.
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A CASE STUDY: THE MILLENNIAL MEN
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Millennial Men
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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.
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Rook
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5
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Very
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Extremely
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Turbofist
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4
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Very
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Very
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War Man
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5
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Extremely
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Very
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Alliage
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3
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Very
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Somewhat
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Wrath
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4
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Extremely
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Somewhat
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Legend
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5
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Extremely
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Very
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Blackjack
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4
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Somewhat
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Extremely
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Gravitic
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4
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Very
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Very
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Hype
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5
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Very
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Extremely
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Chitin
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3
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Very
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Somewhat
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Major Savage
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5
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Extremely
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Very
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MILLENNIAL MEN
ANALYSIS
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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 overall.
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Though all of the Mill Men were quite "powerful" on paper, the lower scoring heroes
struggled to find their place in the campaign or needed to be carried by their teammates
on various occasions or otherwise failed to be considered as impactful as the more Relevant
and Reliable characters.
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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.
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While it is true that some degree of distinction can stem from superior character
design, or from individual players "making" their character "work" via player skill,
there are bigger forces at play than merely who shaved a point finer than the next player
or interjected their character into a scene with more vigor than the other player.
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As a for instance, if in the Millennial Men example 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.
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Many GM's do this sort of refocusing or rebalancing, consciously or not, when they deliberately
"put things in" to a session with the intent of giving specific characters a hook or something
to shine at. By adding a scene or a plot element, or favoring a particular antagonist or theme
over other options to cater to a particular character or subset of characters in the campaign,
the Relevance of those characters is being enhanced while the Relevance of the other characters
in the campaign are being reduced.
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If this sort of things is done as a one off the overall
impact is low, but if done as a trend the focused characters will rise in the perception of the
group if they are able to Reliably take advantage of the offered opportunities to shine and will
drop in the perception of the group if they tend to fumble...which is to say the tend to be Unreliable
when given the opportunity to benefit from the proferred spotlight time.
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