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Your player types.

My characters don't "enjoy" narrow escapes, evading traps, or epic battles much, naturally enough. They do have them though.
 
I have two different types of characters I like to play. The coniving bastard who will rob you when you aren't looking and unleash bursts of deadly surprise autofire glory upon those who have stuff he can take. Or the Examplar who will deal destruction upon evil and will gladly go down fighting the good fight ,though he sets it up so his enemies will hopefully go down first. And he always seems to be a natural leader since all the other players don't talk much.
 
I use some of the character traits from TV Tropes for help, as well as the Gurps system.

I also use the Myers-Briggs personality sorter sometimes: The medic is an INFP and the captain is an INTJ.
 
And for the the rest of us a translation please...

I use some of the character traits from TV Tropes for help, as well as the Gurps system.

I also use the Myers-Briggs personality sorter sometimes: The medic is an INFP and the captain is an INTJ.
While I understand that it is some sort of psych profile what do the letter stand for?

I think I might be too old to have been exposed to Myers-Briggs...
 
While I understand that it is some sort of psych profile what do the letter stand for?

I think I might be too old to have been exposed to Myers-Briggs...

I-E(Introvert or Extrovert)
N-S(relies on intuition or relies on facts)
T-F(prefers Thinking or prefers Feeling)
P-J(emphasizes perceiving or emphasizes judging)

Don't ask me to explain all of that though; I can't quite get it myself. The most important part from a GM's or author's point of view is the descriptions of the sixteen character types provided.

INFP is an idealist. Common for sci-fi medics. McCoy was, as was the one(I forget his name) in Bab 5. Simon Tam from Firefly was more a cold-blooded thinker, but had an idealistic side that showed up so often that one might almost categorize him as an INFP. He is probably more an INTJ though.

INTJ is a walking brain-machine. Unlike a INTP who is more like a scholar, an INTJ is a Spock-like authority figure that always seems to be playing chess with the entire world. The Duke of Wellington was a typical INTJ. As was Ben-gurion. He is likly to be an Insufferable Genius if you aren't careful with him(If you want him to be an Insufferable Genius of course, then that is good writing not carelessness). But he can make a useful hero if you give him some likable qualities, like a stern code of honor, or an unbreakable loyalty to loved ones, or a soft heart underneath.

My medic I pictured as a soulful, knight-in-shinning-armor type, always sad and always worried about measuring up. The captain who is the medics big brother I pictured a Man Of Ice, who only melts around loved ones.

I would probably be an INTP though I get a different score on each test which is why I take the whole thing less seriously as an exact analysis and more for insight.
 
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My characters tend to be honest up to a point, but cunning and more interested in justice than law. Mostly Chaotic-Good, if you like. In fantasy games I try for the combination fighter/magic-user -- not expert in either area, but useful in both.

I've played other types though, ranging from the honest, naive good guy (modelled after Blake of Blake's Seven) to the totally selfish bastard (Though even there I tend to restrain the potential for backstabbing other PCs -- said selfish bastard had an unfortunate experience early in his career and decided that in the long run "Never betray your partners" was a sound business principle. A thief I played was loyal to a fault towards his friends, but only considered three other PCs real friends).

I always play the same character in superhero games (modified by the specific rules, of course): Rubberman, able to turn his body into steel-hard rubber ("Is it a frog? Is it a ball? NO! It's... the Bouncing Rubberman!!!")


Hans
 
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As I said in another post, my characters tend to be people who are built as someone that could be expected to be in their particular society. They are not the libertarian iconoclasts that are seen in some sci-fis but people navigating their social-system.

Some of the characters are archetypes. The Captain's Wife is a Determined Frontierswoman(she is also Wish Fufillment, an indulgence that hopefully can be pardoned in an uncomfortably single amateur writer). The Captain is a Braniac, the medic is an Idealist, the Clan Chief is a Stern Patriarch, and one of the ships officers is a Father Neptune-like spacer who knows every unrespectable joint in every starport and never lost a bar brawl. The Electronics officer is of course a nerd(a self-sufficient loner-type of nerd rather then a competent authority figure like the captain), and the engineer is a dependable caretaker(this is a bit of a twist; most sci-fi enginneer's are gadgeteers).

The archetypes however are only a start as I have built on them. The Captains wife is a shrewd and relentless bargainer, a forceful taskmistress, and so on. She is also the ships internal problem-solver and is obsessed with making the ship efficient. She also has a strong poetic side and believes "life is art"(yeah, I know, wish fufillment again).

Working out the relations between the characters is also interesting. In this version The Captain is the logical "Spock", the medic is the romanticist "McCoy" and the Captains Wife is the in-between Kirk. However I did a twist; the Captains wife is an extreme between emotion and logic; sometimes being incredibly cold-blooded to the point of referring to all the crew, including her own husband, as "Valueable ships' assets". Other times she is passionate and terrifying and is the only one in the entire universe that can actually intimidate the captain or move him to tears. There is also an inevitable rivalry between her and the Old Spacer ships officer as both are responsible for overseeing the ships internal business and always have to negotiate and renegotiate jurisdictions. The Comms is a Sword Worlder who is a happy-go-lucky Gentleman Adventurer. He is also a trained skald and thus has a rivalry with the Captains Wife for who can tell the best stories in the galley.

One thing that I have started doing was using the net more often, the ships net as well as the planetary nets at their home port or various ports of call. This allows everybody to talk while at their station and to send personal messages to each other in the midst of the conversation.

The entire crew as a whole are "respectable as far as they go". They are not criminals but they are willing to adapt to a lawless universe when necessary to survive. They are respectful of the laws back home, but if they are in a place where the law won't help or is hostile, then they will provide their own law and write up reports later. In fact much of their mindset is naturally modeled on Medieval warrior-traders like the vikings or the Venetians. Or the English and Dutch in the sixteenth century. However the more distasteful aspects are taken away(for instance, it is not considered proper behavior to kidnap a native as a speciman to show off back home, as some adventurers in the Age of Exploration did).
 
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