I am a big believer in writing the characters with no specific player in mind, because that adds to the replayability of the game or dealing with issues when you don’t have that player in that role. In saying that though when you write characters and plot I find it helps to put yourself and other players you know (who may never play that role) in to that characters head and think of how they will react to different things. That allows you to try and tweak things as you write. Now if you have all ready cast the game before you have finished writing characters you can tweak characters depending on what you know the player likes and doesn’t like. The same if you have specific requests from the player.
When casting, I do my best not to play favourites, I mix up the order in which I cast, or specifically go earliest questionnaire response to latest. I like questionnaire’s as you get feedback from the players, BUT they take time, the questions can be too specific or too broad (and you only realise this once they are out there) and sometimes the answers you get aren’t helpful. ** One thing we once talked about was doing a questionnaire after a big game and asking players how closely did the character the player had match their questionnaire answers, and did they enjoy that.
This year I was involved in casting 2 games and neither had any roles that were filled before we did the questionnaire. The first Roadhouse Blues we didn’t give character choices. We just cast off things specifically asked for in the questionnaire and matched them up with some archetypes we had. The second game we did the questionnaire and then did my preferred method of sending 2 - 3 character options to each player, generally a variety of characters based off what they answered or we know they might enjoy. This is a MUCH slower process though as you need players to pick characters before you can offer those out again. The other issue is that first offer can usually only be a 1-2 sentence description so as not give away too much about different characters, that can limit how interesting a character might sound. BUT I find this has been what players have appreciated the most, having a choice depending on what mood they are in, and this has lead to some players trying characters they might otherwise not have considered.
- This years flagship, we had 3 players not like their first character offers and asked for additional options. And we had 3 players who asked for different characters when they got the full descriptions. There was one player who just got the character I gave him, but he loved that (note this was most the way through the casting process and not set at the beginning). And we also have the tricky situation where certain players want to be linked and that can limit which characters the second person is offered, but we try and leave the final decision to them.
Filler characters - I have also heard this described as light characters, where GMs have said people have said they want to come along and hang out with their friends and don’t want anything too much to do. I admit I hate these characters, because at the end of the day even if the player asked for that, it’s too easy for them to get bored and then have a bad time or be disruptive. I TRY to write every character as interesting, to have more goals than they can possibly achieve, so that way the player can choose what they want to follow up on. Having active and passive goals. Try and make every character crunchy, and then if the player wants to avoid stuff then it’s up to them (just as a writer/GM have multiple ways for plots to get into and be resolved in a game). In the flagship we had ‘optional’ characters, these were the last characters being written but purely because the least effort had gone into them at that point due to time and inspiration, they were either fleshed out fully written and completed or cut from the roster and all plots folded into other characters. This meant we turned away players, but we preferred that then sending out a character who had no serious plots/relationships. I have also seen games where they have optional players for games/or a list of characters you can pull first if you don’t get the numbers, these generally aren’t the weakest characters, but the ones with no romance plots, or have something that is critical to another character, or maybe are pulled as an entire linked group. When writing you can never be 100% sure how many players you will get. In saying this though, I know there are plenty of games where there are MAIN characters which are needed for the game.
Side note, another interesting thing we did with this flagship (and I think we can get away with because it is Wellington), is wrote the game with about 20 - 25% male characters, 20 - 25% female and 50- 60% gender neutral. That meant that anyone could have any character. But even these gender neutral characters had relationships. When we cast the character we could either tweak what relationships/romances they had, or we left them in place and had multiple same sex relationships.
All of this stuff about casting and plot though can be blown out of the water as soon as the game starts. It can be impacted by players attitude, energy levels, mental state or even OOC relationships going into a game. I know personally I have gone in to games really low on energy and it’s been a struggle. Or when the game starts, it’s amazing what players will come up with and throw at the game or other characters that the GMs may not be able to anticipate (both fantastic and bad). So end of the day we all do our best to have fun, make the game enjoyable for ourselves and others, realise the games work through a lot of hard work from writers, GMs, set dressers and especially the players, and do our best to not be a dick.