In this series, I'll be discussing The Play's the Thing, a player advice column by Robin D. Laws that ran in Dragon Magazine from 2001 to 2003. Like that column, I'll be providing advice for players for improving your characters and making your gaming experience better. Rather than focus on what not to do (which if you are reading this you probably don't need), I'll be showing you things that can actually help you and your group.
Object Lesson
Issue 283 May 2001
A useful tool for defining your character is his or her equipment. We are not talking about the longsword +2 or the belt of giants strength but the personal items your character takes with them wherever they go. Much like how you can learn a great deal about someone from the books they own or the knickknacks they keep, the keepsakes and favorite possessions of your character help to define them: who they are, where they came from, and what they believe.It's important to note that the less your character carries the more precious these items will be. Since people are limited in what they can carry (or tuck in your luggage) each object your character does keep with them will be that much more valuable and personally important.
We will examine several categories of such objects.
First you have your reminders of home. These might include a piece of jewelry or clothing made in a style that represents your homeland. It could be a figurine or picture of a national figure. Alternatively your character might carry an object of nature such as a piece of driftwood or a smoothed rock to remind him or her of home. Modern examples would include a pocket copy of the nation's constitution, an image of the national flag, and clothing adorned with the emblem of the local sports team. These items serve to connect your character to their origins and suggest that wherever they are they are representatives of that culture.
Another type of item your character might keep on them is a connection to a loved one. From the ubiquitous locket with picture of your parents to a braided strand of hair from the girl your hero left behind, this is perhaps one of the most common items in fiction. In modern-day this is the equivalent keeping photos of your family in your wallet. Other possibilities include a bundle of love letters, the key to your parents' old home, or a gift from someone close to you, something small and portable. These items tell who your character feels connected to and keeps them relevant to the story by reminding the GM and the other players that this character exists and matters.
An alternative to a reminder of home is a touchstone for the character's beliefs. Rather than remind him or her of home, this item whether it be a holy symbol or an image of a god or saint serves to remind those around them of the character's faith and higher calling. Again there are many possible variations from holy books to devotional objects such as prayer beads to simply religious imagery on their tools or clothing.
A few more categories of possessions can be used to define your character: souvenirs, status symbols and markers of taste. These serve to define what your character wants and who they are rather than their connections or past. Souvenirs might include trophies for past accomplishments such as medals and awards or keepsakes from a dangerous encounter like a cloak made from monster hide. Status symbols might include an expensive vehicle or a family crest, distinguishing you from the rabble. Markers of taste serve to show how cultured your character is and might include a small art collection or a selection of rare books.
In Play
I find personal items come up fairly often. Personal journals as repositories of past exploits (souvenirs), stuffed monsters (souvenirs), dragon's teeth turned into drinking cups (souvenirs), personal signet rings (status symbols), a laptop filled with scans of occult tomes (marker of taste), and simple crosses with no magic abilities (touchstone of belief) have all appeared frequently in my games.I've seen reminders of loved ones and home less often, probably because my games have generally either involved homeless wanderers or been based in the character's home town. I probably need to encourage more personal connections for the characters and items to represent them.
What items have your characters possessed that helped give them greater depth?
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