This Challenge Transforms D&D Characters
420 segments
Today, we're going to build the same
character three times in 10 minutes, 1
hour, and 10 hours. I will show you how
10 minutes is enough to create an
interesting character if you use a
simple trick, what you can do to take
things to the next level by slowing
down, and the weird thing that happens
when you give character creation some
proper time. By the end of this video,
you will be able to create much better
characters. And I believe you might even
look at character creation itself very
differently. I'm Adiad. I've been
playing D and D since I was a kid. And
to prove this works every time, I'm
going to start with a very basic
concept, a human fighter, and turn it
into something amazing. All right, so 10
minutes. Here's my strategy. I'm going
to start with a rough vibe to give me
direction and then jump into TND Beyond
because it will speed up the writing so
I can save time for the trick I
mentioned earlier, which is where the
magic happens. So, I'm going through the
build. And at this speed, you don't have
time to optimize. I like a sword and
shield, so that's what I'm building
around. I'm starting at level three
because I want a subclass, and I'm
choosing champion because it's simple
and I like it. Soldier background
because it fits the concept. And what's
interesting is that even the small
choices start doing character work
without me even realizing it. I'm
picking a playing card set because I
like the idea of a guard who plays cards
at night. I'm picking insight because I
want a guy who notices things and I'm
basically getting to know the character
as I build it. About 6 minutes in D and
Beyond starts asking me things I really
don't have answers to yet. Like faith,
personal characteristics, and physical
description, etc. And I realize if I try
to fill all of this in, I will just run
out of time. So, I skip it because I
would rather spend a bit of time on that
magic trick I mentioned at the start.
It's a simple question. What do I want
from the other characters at this table?
And what stands in the way of getting
it? We don't know who is going to be
playing with us. So, we need to work
with broad concepts here. For our
fighter, I think he wants to be trusted.
He wants the people around him to look
at him and think, I'm glad he's here.
And what stands in the way is that he
doesn't really trust himself. I think
something happened. We'll find out what
in a second. And he carries it. This
just took 30 seconds and it gave this
character more direction than filling
out some text boxes could have. So
here's the tenant version of our
character in one sentence. A human
fighter who wants to earn the trust of
the people around him, but doesn't fully
believe he deserves it. He's got a
complete character sheet thanks to the
magic of technology, a direction and
tension. The stuff he does not have yet
like eye color, etc. We can probably
figure out the table. I think the lesson
here is a D&D character does not need a
10-page backstory to be fun to play or
to play with. But direction does make
all the difference. And now the question
becomes, how do we take this to the next
level? By the way, before we go deeper,
if you want to make sure your next
character is awesome and avoids all the
most common character creation mistakes
out there, I put together a free guide
called the seven deadly sins of
character creation. And you can get it
by simply clicking the link in the
description. All right, so we have a
character. He works, but what if we had
more time? This 10-minute character is
complete for one shot or a pickup game.
But something very cool starts to happen
when you sit with a character longer
than you have to. When I was a kid, I
used to build characters for hours. I
just couldn't play as often as I wanted.
So, character creation kind of became a
game of its own. I would just sit with
my books and just think about these
people I was making up for hours. And
something happened during that time that
I didn't understand until much later.
Which leads us to the 1h hour build.
When you have that long, the first thing
you notice is that the questions change.
At 10 minutes, they're all quite
mechanical. You think about the class,
the stats, etc. But when you have an
hour, you can go deeper on the personal
questions if you want. I don't think a
backstory needs to be a biography.
Instead, I think it's more useful to
think about it as a situation. Where's
this person right now? What just
happened in their life? Basically, how
did they end up here? So, our fighter in
the 10-minute version, we said he might
have been a guard, but now that we have
a bit more time, I'm thinking maybe he
actually came from some kind of military
unit, but it's kind of the first thing
everyone does with a soldier background.
He was the leader of a squad and things
went bad during a battle, so now he is
haunted. I feel like we've all seen that
character a hundred times before, and
it's not bad. If that's your character,
please keep it. But here, I just want to
take the opportunity to push a little
past this first idea. So, what if it's
smaller than that? What if he was just a
guy, a small militia, like from a small
town, you know, like nothing fancy?
Maybe he wasn't particularly special and
people would sometimes make fun of him,
but he was reliable. I think he could
have been the kind of person people just
counted on. like he would always show up
even if you just met him the night
before at the tavern and bring breakfast
to share with everyone. And then one day
something went wrong. Maybe a raid or a
decision he made under pressure. Maybe
the leader of the unit was wounded and
no one else would step up and he knew he
wasn't ready to take the lead, but he
did it anyway and it cost something. Or
even better, someone. I think the
awkward kid in the unit who looked at
him like the brother he never had died.
But what really matters is what comes
after. I think he just left. Both the
militia and the town. He wasn't really
kicked out. People actually understood
that he was right to have stepped in and
the family of the person who died
actually forgave him. But there was just
something, you know, in the way people
would look at him now that felt like
pity. And he really didn't like that.
And I'd like to take a step back here.
Do you see what happened about this
process? We went through the first idea,
felt it was cool, but could be improved.
So, we rejected it for a reason and
landed on something else with a more
texture because it's more specific. Our
character is not really a failed hero,
but he is a failed neighbor, which I
think in a sense is so much worse and
probably more relatable, so it's going
to be easier to roleplay to. And now
that magic question we asked in the
10-minute build gets so much richer.
We'll keep the he wants to be trusted
part. That doesn't need to change. But
now we have a better idea about the why
he does. He's just trying to prove
mostly to himself that he is still
someone worth trusting. And he'll be
looking for evidence of that. In every
interaction, even in fights, he will try
to find clues to prove to himself that
he's not the person he turned into in
his worst moment. And what does he want
from the other characters? Well, for
them to rely on him. And for this, he
has a strategy. He'll be the one who
steps in in front of the hits. Maybe
that's why he became a sword and shield
dude. Even though in his militia days,
he'd only carry a lens. We chose a lens
on the sheet. So, we can use this. And
maybe this means he now has a weird
self-taught fighting stance that works,
but would be fun to describe during
combat. And so, what stands in the way?
I think deep down he's terrified that if
he ever faces a truly important moment,
he'll just freeze again. And what I
would like you to see here is that this
will improve the experience of the whole
table, not just yours. Because when a
character has that kind of inner
tension, it automatically creates cool
scenes with everyone. Like say we're
playing with a rogue who has trust
issues. Our warrior wants nothing more
than that trust. So he will probably try
to overplay it which the rogue might
find suspicious etc etc. The other
characters become mirrors and give us
direction.
This is where you get after 1 hour
thinking about your character. We could
have gone back to the sheet but I wanted
to show you that you don't have to. You
can use that time to dig deeper into who
the character is. I feel like I know the
guy more now. He's almost a different
character. If you're someone who loves
the mechanical build side of things with
the combos, etc., please don't think I'm
saying you're wrong. All of that is
extremely cool and it has depth, too.
It's just another kind of depth. I think
this kind I'm trying to show here is
cool as well. It has my personal
preference, and I just wanted to focus
on that here. So yeah, we didn't even
really touch the character sheet during
this whole section, but the
understanding and the depth we'll be
able to roleplay at has changed a lot.
But this leads us to a question. If
we're not touching the mechanical
aspects of the character, and if the
1-hour version is already a great
character you could play in a long
campaign, what could 10 hours possibly
add? Well, to understand this, I need to
go back in time and tell you about this
character I built when I was 12. His
name was Uber. He was a warrior wizard
multiclass, and this was D&D 3.0 because
3.5 wasn't out yet. And I remember
spending a long time with him, not
really on the mechanical build. I was a
kid with no internet access to look at
forums, etc. So, I probably picked
terrible spells if we're only thinking
about damage here. But there was this
one question I couldn't stop thinking
about. How do I, a 12-year-old kid in
France, sit at a table and pretend to be
an adult warrior wizard? Basically, how
do you play someone that different from
yourself? And that question is the
beginning of what I'm about to show you.
So, 10 hours. I think I'm barely going
to look at the character sheet now. At
this stage, the questions we're looking
at are completely different from
anything we've seen so far. Now I'm
thinking what are the personality traits
I have as a player that I would like to
explore through this character. In the
case of our fighter, am I comfortable
playing someone who carries this kind of
guilt? Or maybe it's just something
familiar? Is this the same character I
always end up making? And if it is, what
would happen if I pushed into something
that maybe scares me a little? The point
is, spending this much time on a
character gives you the opportunity to
get personal. On paper, our fighter is
simple. He's just a guy with a sword and
a shield, and he has gone through that
failure he can't forget. He needs to be
better. I've described many characters
like this, but now that I have 10 hours,
I can stop designing him and start
asking myself, what is it about this guy
that I'm drawn to? Is it the guilt? I
know what it feels like to carry
something you got wrong. Maybe you do,
too. Or maybe it's the need to prove
himself because that would be familiar
as well. Or is it the way he enters
rooms? Maybe secretly hoping that people
will notice him and give him a chance.
If that was the case, those might be his
traits, but you know, I share those as
well. When you spend a long time with a
character, they can become this space
and things that usually feel
overwhelming can exist in a way that
feels safe to explore. We're playing a
game. It's all pretend. And sometimes
that's the perfect distance to look at
something real. And this can change the
way you play the table, too. When you
spend enough time thinking about a
character to find pieces of yourself in
them, role- playinging them becomes a
lot easier. Because of that time you
spent, you're able to find parallels
between things that didn't seem related
before and the roleplay stops being a
performance. In our example here, maybe
at some point something will happen in
game and someone's character will turn
to you and say, "I trust you." And you
will feel something and nobody will care
if you're a terrible actor in that
moment. You put in the work and found a
part of yourself that resonates with the
game. And I think that is what 10 hours
can get you. Character is not just in
the sheet anymore and you bring it to
life without even thinking about it.
That's what happened with Aubin when I
was 12. I I didn't think about it like
that at the time, of course, but I
remember sitting there with my little
Lord of the Rings binder thinking that
guy is brave and talking in front of my
class is scary. You know, how does that
work? How do I play brave? And I think
the answer I found, even if I didn't
phrase it like that then, is I just
spent so much time with him that he
stopped being entirely separate from me.
I'm not saying I couldn't tell reality
from fiction or that I started to
pretend I was a wizard in daily life cuz
I was a fairly normal though extremely
nerdy kid. But what I mean is I think I
just found the parts of me that could be
him. So the many hours I spent on him,
which you know it was way more than 10,
weren't really about the build. I spent
them building a relationship between me
and this person I had invented. And the
result was that when I finally played
him, I was just different at the table.
I spoke and even sat differently. I had
done the work of figuring out who he was
to me and who I could be through him. So
now if we look back at our character,
he's just a human fighter with no exotic
ancestry or crazy optimized damage
build. He's just a person. And I
actually love this because persons are
unique. This one, our little character,
has a failure he can let go of somewhere
in his past. He hopes he can overcome
it, but won't say it out loud, and he
really needs to not make that same
mistake again. The concept is simple,
but you can put as much stuff as you
want underneath. I believe that the
longer you spend on character creation,
the less it becomes about the character
sheet. At 10 minutes, the sheet is the
character. 1 hour is when it becomes
more like a starting point, but at 10
hours and beyond, it's almost not really
the point anymore. You know, at that
point, you just move inward. And I think
this is kind of important because there
is something that a lot of us don't give
ourselves permission to do. We can take
this seriously. I mean, it's okay to sit
with an imaginary person for hours and
ask yourself real questions about who
they are and why you care. It might
sound ridiculous to outside people, but
the great news is you don't have to tell
them. You're making a pretend warrior
for a 50-year-old game where you go and
kill dragons in old caves. So yeah, it
it is a bit silly, but it's also exactly
what makes it safe. Humans have played
games forever, and it's one of the
places where we get to try on things we
haven't figured out yet. So I'm not
saying you need 10 hours, otherwise your
character will suck. Like the 10-minute
character is cool, and it's exactly what
you need for many different types of
games. If your friends told you about a
one shot this weekend, the version we
built at the start is really all you
need. even for a longer campaign. Maybe
you just don't care as much about all
that depth nonsense. And that's okay.
You know, different people with
different needs and wants play different
games at different tables. What I'm
saying is if you ever want to go deeper,
do it. You might learn stuff. So, next
time you sit down to create a new
character and you're about to rush
through it, maybe take a breath and sit
with it a little longer than you need
to. The mechanical aspects can be done
quickly, but the rest of it can take as
long as you're willing to give it. But
now that we have a great character, we
have a problem. How do you actually
roleplay it without feeling scared?
Because I know a lot of you are shy. So
click on this video next to learn how to
do this easily, even if you really don't
like acting.
Ask follow-up questions or revisit key timestamps.
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