Playing Your D&D Character – 201
We’ve started going down the route of playing your D&D character, in 101, we talked primarily about how much you should stay in character, and the expectations of being in character and differentiating in and out of character should work at the table.
In 201, I want to take it more into actually playing your character, bringing your character to life at your table, so it has a different voice than just your voice.

I think it’s something that is pretty easy to do, have a character that sounds like you, acts like you, and thinks like you. And I don’t think that is a bad way to role play, sometimes, but there is much more that you can do beyond that to really play your character in Dungeons and Dragons and not just play yourself.
So, why do I think you shouldn’t just play yourself or your idealized version of yourself?
For me, I see role playing as an opportunity to put yourself in someone else’s shoes and see the world from a different perspective. Now, I don’t mean that you should play a racist jerk because that’s different from who you are, you’re probably going to be annoying everyone at the table, but playing a character who has issues with another race and using that are an opportunity for your character to grow, can work well if done delicately. But even beyond that, you can play someone who has a different view of religion than you do, a different view of politics, of money, or murder hoboness than you do. Or in a different vein but equally as challenging, it can be an opportunity to play an extrovert when you yourself are in introvert, or vice-a-versa.

That’s the theory on why you might play someone different than you and I encourage it, but how do you go about doing that and doing it in a way where it isn’t a stereotype?
I think a good starting point is to create a character who has a tick of some sort. It could be that they are extremely scholarly, or maybe they have a catch phrase (keep it short and use it sparingly), or some default fighting style (every character should have one), but more than that, something that you can always do as your character in a role playing situation. Or something that is interesting about them. In a one-shot game at a convention, I played a monk dinosaur who was observing the other dinosaurs in the tribe and using it as an anthropological study. When I needed a role playing hook, I would lean into that. Or in another game, I was playing a mage who dressed like The Dude from The Big Lebowski and did drugs, so when I needed a role playing hook, I’d channel that.
These are pretty simple hooks, but they gave me a way to always step back into the character. Another way to think about it is to compare it to learning an accent, or doing an accent. Most of the time there is a phrase or a word that you can use to do your version of an accent. It’s that thing that allows you to step into the accent, in the same way, these ticks or hooks are ways for you to step into playing your character. It sounds weird, but it’s going to be a faster way to role playing your character and a good way to jump start it. It also makes it easier to step into role playing someone who isn’t just like you, because you have that way to change your mindset.
I want to address one more thing about these hooks before I talk about combat again. And that is the idea of using an accent or silly voice for your character. This can be used well to keep yourself in character. Such as whenever you are speaking in that voice, you are in character, and when you aren’t, you are out of character. However, there are a lot of people who aren’t great at doing voices. If you’ve listened to Dungeons and Flagons, you can tell that I will do voices for NPC’s and monsters when I’m running the game, but I have a pretty limited selection of voices that I can do. So don’t feel pressure to do this for your character, and don’t compare yourself to Critical Role when doing voices, they are professional voice actors, they literally make a living doing voices.

Now, I want to circle back to combat for a split second. I talked earlier about having your move. The default thing that you go with when you play your character. It’s important to have this a character not just for role playing, as it will become your characters thing, but also for the game, so that you can make combat go more quickly. I know for a lot of people, myself included, I prefer the role playing aspect of the game, versus the combat aspect of the game. And combat, if not done well, can end up being a longer part of the game than the role playing. So, the signature/default move for your character is there for two reasons. One, it does give that hook to get you into the mindset of your character in a combat. Two, and as importantly, it means in combat you are ready for your turn. If you know that you can always roll two attacks with your great sword, when it comes to your turn, you are ready to go. Sometimes you’ll do different things, but if there is nothing obvious and different to do, you can take your turn fast. That’s why I think it’s something that should be required by the Dungeon Master and players at the table to hold people to having that default move.
Now we’ve talked a bit more about how you can get into character and play a character who isn’t just like you. Next time I want to talk more about creating a direction and arc for your character within the game that you control.
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