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This Challenge Transforms D&D Characters

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This Challenge Transforms D&D Characters

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420 segments

0:00

Today, we're going to build the same

0:02

character three times in 10 minutes, 1

0:04

hour, and 10 hours. I will show you how

0:07

10 minutes is enough to create an

0:10

interesting character if you use a

0:12

simple trick, what you can do to take

0:14

things to the next level by slowing

0:15

down, and the weird thing that happens

0:18

when you give character creation some

0:20

proper time. By the end of this video,

0:22

you will be able to create much better

0:24

characters. And I believe you might even

0:26

look at character creation itself very

0:29

differently. I'm Adiad. I've been

0:31

playing D and D since I was a kid. And

0:33

to prove this works every time, I'm

0:35

going to start with a very basic

0:37

concept, a human fighter, and turn it

0:40

into something amazing. All right, so 10

0:43

minutes. Here's my strategy. I'm going

0:45

to start with a rough vibe to give me

0:47

direction and then jump into TND Beyond

0:49

because it will speed up the writing so

0:52

I can save time for the trick I

0:54

mentioned earlier, which is where the

0:55

magic happens. So, I'm going through the

0:58

build. And at this speed, you don't have

1:00

time to optimize. I like a sword and

1:02

shield, so that's what I'm building

1:04

around. I'm starting at level three

1:06

because I want a subclass, and I'm

1:08

choosing champion because it's simple

1:10

and I like it. Soldier background

1:12

because it fits the concept. And what's

1:14

interesting is that even the small

1:17

choices start doing character work

1:19

without me even realizing it. I'm

1:21

picking a playing card set because I

1:23

like the idea of a guard who plays cards

1:25

at night. I'm picking insight because I

1:28

want a guy who notices things and I'm

1:30

basically getting to know the character

1:32

as I build it. About 6 minutes in D and

1:34

Beyond starts asking me things I really

1:37

don't have answers to yet. Like faith,

1:39

personal characteristics, and physical

1:41

description, etc. And I realize if I try

1:44

to fill all of this in, I will just run

1:46

out of time. So, I skip it because I

1:49

would rather spend a bit of time on that

1:50

magic trick I mentioned at the start.

1:52

It's a simple question. What do I want

1:54

from the other characters at this table?

1:56

And what stands in the way of getting

1:58

it? We don't know who is going to be

2:01

playing with us. So, we need to work

2:02

with broad concepts here. For our

2:05

fighter, I think he wants to be trusted.

2:07

He wants the people around him to look

2:09

at him and think, I'm glad he's here.

2:12

And what stands in the way is that he

2:14

doesn't really trust himself. I think

2:15

something happened. We'll find out what

2:17

in a second. And he carries it. This

2:20

just took 30 seconds and it gave this

2:22

character more direction than filling

2:23

out some text boxes could have. So

2:26

here's the tenant version of our

2:27

character in one sentence. A human

2:29

fighter who wants to earn the trust of

2:31

the people around him, but doesn't fully

2:34

believe he deserves it. He's got a

2:36

complete character sheet thanks to the

2:38

magic of technology, a direction and

2:41

tension. The stuff he does not have yet

2:43

like eye color, etc. We can probably

2:45

figure out the table. I think the lesson

2:47

here is a D&D character does not need a

2:50

10-page backstory to be fun to play or

2:52

to play with. But direction does make

2:54

all the difference. And now the question

2:56

becomes, how do we take this to the next

2:58

level? By the way, before we go deeper,

3:01

if you want to make sure your next

3:02

character is awesome and avoids all the

3:05

most common character creation mistakes

3:07

out there, I put together a free guide

3:09

called the seven deadly sins of

3:11

character creation. And you can get it

3:13

by simply clicking the link in the

3:15

description. All right, so we have a

3:18

character. He works, but what if we had

3:20

more time? This 10-minute character is

3:23

complete for one shot or a pickup game.

3:25

But something very cool starts to happen

3:27

when you sit with a character longer

3:29

than you have to. When I was a kid, I

3:31

used to build characters for hours. I

3:34

just couldn't play as often as I wanted.

3:35

So, character creation kind of became a

3:38

game of its own. I would just sit with

3:40

my books and just think about these

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people I was making up for hours. And

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something happened during that time that

3:46

I didn't understand until much later.

3:50

Which leads us to the 1h hour build.

3:53

When you have that long, the first thing

3:55

you notice is that the questions change.

3:57

At 10 minutes, they're all quite

3:59

mechanical. You think about the class,

4:01

the stats, etc. But when you have an

4:04

hour, you can go deeper on the personal

4:07

questions if you want. I don't think a

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backstory needs to be a biography.

4:10

Instead, I think it's more useful to

4:12

think about it as a situation. Where's

4:15

this person right now? What just

4:17

happened in their life? Basically, how

4:19

did they end up here? So, our fighter in

4:22

the 10-minute version, we said he might

4:24

have been a guard, but now that we have

4:26

a bit more time, I'm thinking maybe he

4:28

actually came from some kind of military

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unit, but it's kind of the first thing

4:33

everyone does with a soldier background.

4:35

He was the leader of a squad and things

4:37

went bad during a battle, so now he is

4:39

haunted. I feel like we've all seen that

4:42

character a hundred times before, and

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it's not bad. If that's your character,

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please keep it. But here, I just want to

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take the opportunity to push a little

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past this first idea. So, what if it's

4:53

smaller than that? What if he was just a

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guy, a small militia, like from a small

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town, you know, like nothing fancy?

5:00

Maybe he wasn't particularly special and

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people would sometimes make fun of him,

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but he was reliable. I think he could

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have been the kind of person people just

5:09

counted on. like he would always show up

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even if you just met him the night

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before at the tavern and bring breakfast

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to share with everyone. And then one day

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something went wrong. Maybe a raid or a

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decision he made under pressure. Maybe

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the leader of the unit was wounded and

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no one else would step up and he knew he

5:30

wasn't ready to take the lead, but he

5:32

did it anyway and it cost something. Or

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even better, someone. I think the

5:37

awkward kid in the unit who looked at

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him like the brother he never had died.

5:41

But what really matters is what comes

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after. I think he just left. Both the

5:46

militia and the town. He wasn't really

5:48

kicked out. People actually understood

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that he was right to have stepped in and

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the family of the person who died

5:54

actually forgave him. But there was just

5:56

something, you know, in the way people

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would look at him now that felt like

6:00

pity. And he really didn't like that.

6:02

And I'd like to take a step back here.

6:04

Do you see what happened about this

6:06

process? We went through the first idea,

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felt it was cool, but could be improved.

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So, we rejected it for a reason and

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landed on something else with a more

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texture because it's more specific. Our

6:18

character is not really a failed hero,

6:20

but he is a failed neighbor, which I

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think in a sense is so much worse and

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probably more relatable, so it's going

6:26

to be easier to roleplay to. And now

6:28

that magic question we asked in the

6:30

10-minute build gets so much richer.

6:32

We'll keep the he wants to be trusted

6:34

part. That doesn't need to change. But

6:37

now we have a better idea about the why

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he does. He's just trying to prove

6:42

mostly to himself that he is still

6:44

someone worth trusting. And he'll be

6:46

looking for evidence of that. In every

6:49

interaction, even in fights, he will try

6:51

to find clues to prove to himself that

6:53

he's not the person he turned into in

6:55

his worst moment. And what does he want

6:57

from the other characters? Well, for

6:59

them to rely on him. And for this, he

7:02

has a strategy. He'll be the one who

7:04

steps in in front of the hits. Maybe

7:06

that's why he became a sword and shield

7:07

dude. Even though in his militia days,

7:10

he'd only carry a lens. We chose a lens

7:13

on the sheet. So, we can use this. And

7:15

maybe this means he now has a weird

7:17

self-taught fighting stance that works,

7:20

but would be fun to describe during

7:22

combat. And so, what stands in the way?

7:25

I think deep down he's terrified that if

7:27

he ever faces a truly important moment,

7:30

he'll just freeze again. And what I

7:32

would like you to see here is that this

7:34

will improve the experience of the whole

7:37

table, not just yours. Because when a

7:40

character has that kind of inner

7:42

tension, it automatically creates cool

7:44

scenes with everyone. Like say we're

7:46

playing with a rogue who has trust

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issues. Our warrior wants nothing more

7:51

than that trust. So he will probably try

7:53

to overplay it which the rogue might

7:55

find suspicious etc etc. The other

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characters become mirrors and give us

8:01

direction.

8:03

This is where you get after 1 hour

8:05

thinking about your character. We could

8:06

have gone back to the sheet but I wanted

8:08

to show you that you don't have to. You

8:11

can use that time to dig deeper into who

8:13

the character is. I feel like I know the

8:16

guy more now. He's almost a different

8:18

character. If you're someone who loves

8:19

the mechanical build side of things with

8:21

the combos, etc., please don't think I'm

8:25

saying you're wrong. All of that is

8:27

extremely cool and it has depth, too.

8:30

It's just another kind of depth. I think

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this kind I'm trying to show here is

8:34

cool as well. It has my personal

8:35

preference, and I just wanted to focus

8:37

on that here. So yeah, we didn't even

8:39

really touch the character sheet during

8:41

this whole section, but the

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understanding and the depth we'll be

8:45

able to roleplay at has changed a lot.

8:48

But this leads us to a question. If

8:51

we're not touching the mechanical

8:52

aspects of the character, and if the

8:55

1-hour version is already a great

8:57

character you could play in a long

8:58

campaign, what could 10 hours possibly

9:01

add? Well, to understand this, I need to

9:04

go back in time and tell you about this

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character I built when I was 12. His

9:09

name was Uber. He was a warrior wizard

9:12

multiclass, and this was D&D 3.0 because

9:15

3.5 wasn't out yet. And I remember

9:18

spending a long time with him, not

9:20

really on the mechanical build. I was a

9:22

kid with no internet access to look at

9:24

forums, etc. So, I probably picked

9:27

terrible spells if we're only thinking

9:28

about damage here. But there was this

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one question I couldn't stop thinking

9:33

about. How do I, a 12-year-old kid in

9:35

France, sit at a table and pretend to be

9:38

an adult warrior wizard? Basically, how

9:41

do you play someone that different from

9:43

yourself? And that question is the

9:45

beginning of what I'm about to show you.

9:47

So, 10 hours. I think I'm barely going

9:50

to look at the character sheet now. At

9:53

this stage, the questions we're looking

9:55

at are completely different from

9:57

anything we've seen so far. Now I'm

10:00

thinking what are the personality traits

10:02

I have as a player that I would like to

10:05

explore through this character. In the

10:07

case of our fighter, am I comfortable

10:10

playing someone who carries this kind of

10:12

guilt? Or maybe it's just something

10:15

familiar? Is this the same character I

10:18

always end up making? And if it is, what

10:21

would happen if I pushed into something

10:23

that maybe scares me a little? The point

10:26

is, spending this much time on a

10:28

character gives you the opportunity to

10:31

get personal. On paper, our fighter is

10:34

simple. He's just a guy with a sword and

10:36

a shield, and he has gone through that

10:39

failure he can't forget. He needs to be

10:42

better. I've described many characters

10:44

like this, but now that I have 10 hours,

10:47

I can stop designing him and start

10:50

asking myself, what is it about this guy

10:52

that I'm drawn to? Is it the guilt? I

10:56

know what it feels like to carry

10:58

something you got wrong. Maybe you do,

11:00

too. Or maybe it's the need to prove

11:02

himself because that would be familiar

11:05

as well. Or is it the way he enters

11:08

rooms? Maybe secretly hoping that people

11:11

will notice him and give him a chance.

11:14

If that was the case, those might be his

11:16

traits, but you know, I share those as

11:19

well. When you spend a long time with a

11:20

character, they can become this space

11:23

and things that usually feel

11:25

overwhelming can exist in a way that

11:27

feels safe to explore. We're playing a

11:30

game. It's all pretend. And sometimes

11:32

that's the perfect distance to look at

11:35

something real. And this can change the

11:36

way you play the table, too. When you

11:38

spend enough time thinking about a

11:40

character to find pieces of yourself in

11:43

them, role- playinging them becomes a

11:45

lot easier. Because of that time you

11:47

spent, you're able to find parallels

11:49

between things that didn't seem related

11:51

before and the roleplay stops being a

11:54

performance. In our example here, maybe

11:56

at some point something will happen in

11:58

game and someone's character will turn

12:00

to you and say, "I trust you." And you

12:03

will feel something and nobody will care

12:06

if you're a terrible actor in that

12:08

moment. You put in the work and found a

12:10

part of yourself that resonates with the

12:13

game. And I think that is what 10 hours

12:15

can get you. Character is not just in

12:17

the sheet anymore and you bring it to

12:18

life without even thinking about it.

12:20

That's what happened with Aubin when I

12:23

was 12. I I didn't think about it like

12:25

that at the time, of course, but I

12:28

remember sitting there with my little

12:31

Lord of the Rings binder thinking that

12:34

guy is brave and talking in front of my

12:36

class is scary. You know, how does that

12:39

work? How do I play brave? And I think

12:41

the answer I found, even if I didn't

12:44

phrase it like that then, is I just

12:46

spent so much time with him that he

12:48

stopped being entirely separate from me.

12:51

I'm not saying I couldn't tell reality

12:53

from fiction or that I started to

12:55

pretend I was a wizard in daily life cuz

12:57

I was a fairly normal though extremely

13:00

nerdy kid. But what I mean is I think I

13:02

just found the parts of me that could be

13:06

him. So the many hours I spent on him,

13:09

which you know it was way more than 10,

13:11

weren't really about the build. I spent

13:14

them building a relationship between me

13:16

and this person I had invented. And the

13:19

result was that when I finally played

13:21

him, I was just different at the table.

13:23

I spoke and even sat differently. I had

13:26

done the work of figuring out who he was

13:28

to me and who I could be through him. So

13:32

now if we look back at our character,

13:35

he's just a human fighter with no exotic

13:38

ancestry or crazy optimized damage

13:40

build. He's just a person. And I

13:43

actually love this because persons are

13:45

unique. This one, our little character,

13:48

has a failure he can let go of somewhere

13:51

in his past. He hopes he can overcome

13:53

it, but won't say it out loud, and he

13:56

really needs to not make that same

13:58

mistake again. The concept is simple,

14:00

but you can put as much stuff as you

14:01

want underneath. I believe that the

14:03

longer you spend on character creation,

14:06

the less it becomes about the character

14:08

sheet. At 10 minutes, the sheet is the

14:11

character. 1 hour is when it becomes

14:14

more like a starting point, but at 10

14:16

hours and beyond, it's almost not really

14:19

the point anymore. You know, at that

14:21

point, you just move inward. And I think

14:24

this is kind of important because there

14:27

is something that a lot of us don't give

14:29

ourselves permission to do. We can take

14:32

this seriously. I mean, it's okay to sit

14:34

with an imaginary person for hours and

14:36

ask yourself real questions about who

14:39

they are and why you care. It might

14:41

sound ridiculous to outside people, but

14:43

the great news is you don't have to tell

14:45

them. You're making a pretend warrior

14:48

for a 50-year-old game where you go and

14:51

kill dragons in old caves. So yeah, it

14:54

it is a bit silly, but it's also exactly

14:56

what makes it safe. Humans have played

14:59

games forever, and it's one of the

15:01

places where we get to try on things we

15:04

haven't figured out yet. So I'm not

15:06

saying you need 10 hours, otherwise your

15:09

character will suck. Like the 10-minute

15:11

character is cool, and it's exactly what

15:13

you need for many different types of

15:15

games. If your friends told you about a

15:17

one shot this weekend, the version we

15:19

built at the start is really all you

15:21

need. even for a longer campaign. Maybe

15:23

you just don't care as much about all

15:26

that depth nonsense. And that's okay.

15:29

You know, different people with

15:30

different needs and wants play different

15:32

games at different tables. What I'm

15:34

saying is if you ever want to go deeper,

15:36

do it. You might learn stuff. So, next

15:39

time you sit down to create a new

15:40

character and you're about to rush

15:42

through it, maybe take a breath and sit

15:45

with it a little longer than you need

15:47

to. The mechanical aspects can be done

15:50

quickly, but the rest of it can take as

15:53

long as you're willing to give it. But

15:55

now that we have a great character, we

15:58

have a problem. How do you actually

15:59

roleplay it without feeling scared?

16:02

Because I know a lot of you are shy. So

16:05

click on this video next to learn how to

16:07

do this easily, even if you really don't

16:10

like acting.

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