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Understanding Role-Playing Games Basics

Role-playing games consist of participants taking on fictional roles in mythical or fantasy settings, while a referee guides the story. The referee presents the plot and the challenges, controlling the encountered enemies. Players develop their characters and contribute to the story through cooperation. Role-playing games stimulate imagination, camaraderie, and other skills. They originated in the United States in the 1970s based on improvisation and have evolved.

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0% found this document useful (0 votes)
16 views22 pages

Understanding Role-Playing Games Basics

Role-playing games consist of participants taking on fictional roles in mythical or fantasy settings, while a referee guides the story. The referee presents the plot and the challenges, controlling the encountered enemies. Players develop their characters and contribute to the story through cooperation. Role-playing games stimulate imagination, camaraderie, and other skills. They originated in the United States in the 1970s based on improvisation and have evolved.

Translated by

ScribdTranslations
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

What is a role-playing game?

Role-playing games consist of portraying fictional roles, assigned by the particular game; these
games are usually set in gothic or mythical environments, in places with mythological beings capable of
employ magic and other supernatural attributes.

Well, in role-playing games, several people can participate, who will represent
these various roles or parts. Except for one, who will serve as the referee or narrator of the
history. It is this person who will play the most complicated role, as they must handle it very
well the story in all its magnitude. In fact, it is the narrator who proposes the story to the rest of
the participants. Likewise, the narrator must handle the rules of the
role-playing games. Even though, these rules are not entirely strict, since otherwise, it would not allow
space for imagination and naturalness in the development of the story.

Since role-playing games are just that. Creating a story. For the same reason, each
participant who will interpret a role, based on the story given by the narrator, is shaping
his character, based on his tastes. Likewise, he will have to explain everything necessary about
to know, regarding your character. Clothing they wear, age, etc. It is for the same reason that many times they
Have paper and pencil, so that each character can be developed in it, for knowledge.
of the rest.
In this way, the narrator provides the foundation of the story, just like in a tale, and the rest of the
Participants are creating or developing from that, the rest of the story. Likewise
In this way, the narrator will be able to interrupt the story to add new elements at his disposal.

That is why the action takes place around a table. Where everyone sits and goes
creating the game as such. Certain utility elements can even be used to give them a
greater realism to the characters.

Likewise, role-playing games involve dice. These are rolled to achieve objectives.
described by the narrator and indicated in the manuals that contain the aforementioned rules.
marked.

The primary idea in role-playing games is to achieve an objective. Just like any board game.
or society. But the positive thing is that role-playing games are based on cooperation and not
competition.
It is for the same reason that in role-playing games, participants do not compete to win over each other.
but they must help each other to reach the end of the story.

Now, role-playing games recreate fictional or distant scenarios from reality. Therefore, they stimulate the
participants' imagination. Like the previous point, it fosters camaraderie among the
people who participate. It is common for role-playing games to place participants in eras
past events, which stimulates the study of history. Since the participants will want to know
those times, to learn more about them and the characters that could emerge
to represent. Since in that way, various elements of realism are inserted into the story,
with which role-playing games become more interesting. Likewise, role-playing games,
They stimulate reading. Since the participants are interested in history books and even in the

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rule manuals, which are complex. Therefore, they will be able to access a higher level of reading,
wider than the rest of the people. Similarly, role-playing games promote the
socialization, as they are played by various participants. Likewise, they promote the
enrichment of the participants' vocabulary, since the game is purely verbal.

Now, regarding the history of role-playing games, they were created in the 1970s.
in the United States. And it came from the imagination of the contestants, since in these, not
neither boards, nor pieces, nor very elaborate rules were used. Many of which were born from
as the role-playing games were taking place. Just like today's role-playing games,
it only took the imagination of the participants and the desire to create a great adventure together with
the friends.

THE DUNGEON MASTER


The DM presents the adventure and the challenges that the characters try to overcome. Every game of
D&D needs a Dungeon Master; you can't play without one.

Adventure designer: the DM creates adventures for other players to play.

Narrator: the DM determines the pace of the story and presents the different challenges and encounters.
that the characters must overcome.

Monster controller: the DM controls the monsters and the villains against whom they fight
the players, deciding their actions and rolling dice for their attacks.

Referee: when it is not clear what will happen next, the DM decides how to apply the rules and
continue the story.
The DM controls the monsters and villains in the adventure but is not your opponent. The DM's job is to...
It is to provide a framework for the whole group to enjoy an exciting experience.
it involves challenging players with interesting encounters and tests, keeping the game in
movement and apply the rules fairly.

Many D&D players find that being the DM is the best part of the game. Taking on the role
being a DM is not something that should be permanent; you and your friends can take turns as DM in the
different adventures.

The 10 RULES FOR DMs


10.- Remember, it’s a game. It’s supposed to be fun. Fun for each one of those who participate.
sit around the table.

09.- Be entertaining. Play the NPCs as if each one of them were a real person.
Use voices, facial expressions, gestures, posture, supports, illustrations from the books or from the
magazines, diagrams, sketches, sound effects, music or anything possible. Even if you
you look like a fool (because it at least entertains).

08.- Start designing your campaign. Congratulations, you have a world for your Dungeons &
Dragons. Now, create a campaign to go along with it, so that your players have

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Really something to do. After all, saying 'Here is the world... No, I really don't 'have' it.
"adventures for you..." is perhaps the worst thing someone could do in Dungeons & Dragons. So
Start now, MC, and remember: half of the work is already done. If you are running a game
quite beautiful 'dreamy,' you can probably give the game a big kick with barely
a little preparation and planning. Don't be scared of a bit of work. Your players it
they deserve.

07.- In reference to the previous section, start with a reason why the PCs are together in
a match. Perhaps they have been friends for a long time or have been hired by the same
person or people to complete a task that requires a group. Be original, unless your
players are beginners, the old man at the edge of the village who says there is a treasure
near a cave will be your cliché. You might also want the PCs to explore the cave filled with
globins, but make the hook of the adventure more interesting.
06.- Be serious and create your world in detail. The more details you have in your world, the more
players will want to play in it. Credibility comes from the details. At this point, you will have to
start keeping records. You will need to draw some maps, at least sketch them. You are going to
need to make lists of key information for the towns as well as Non-Playable Characters
(NPCs) and presents the players with a world they can understand, in which they can believe, and
about who can take care. Don't do anything to remind the players not to
they are really characters in a fantasy environment. It is truly difficult to reach.
likelihood enough to have distractions from you.

05.- Be consistent. Know the rules, or at least the rules you need to play.
the character tries to attack an enemy, he must work exactly as he did the last time he attempted.
Know your world. If there was a broken window in the tavern the last time the PCs were there,
It should be broken when they return - or show obvious signs of recent repair.

04.- Be fair. Even if it doesn't end the way you want. Even if it makes you look silly.

03.- It is the group's game and yours. It is not the game of the game designers, it is not the game of
module writer, it is not the game of the regulars on the interest list or the game of
store owner's game. Do what you (and your players) desire.

02.- Pay attention to what kind of game their players want to play. Make sure it is what you are
providing (as well as the type of game you want to run).

01.-Introduce the hook of the adventure in time. Nothing worse for PCs than wandering without
Heading trying to find something to do. Be creative! The campaign must have direction.
before the first adventure is over. Low-level campaigns are also good
time to start establishing the medium and high level enemies against which the
PCs will face off later. EXAMPLE: If your goal is to have PCs fighting against the Baron
From-Whoopass at the 20th level on the dock of his flying pirate ship, make it appear now,
that some towns suggest that the baron is looking to recruit experienced wizards
in woodworking. It's not bad to steal pieces from various prepared adventures, to
incorporate them into your own campaigns. It's not bad either to use a prepared adventure.

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How to run a C&D campaign
funny
Dungeons and Dragons, also known as D&D, is a fantasy role-playing game that seeks to
be fun. It also seeks to be a collaborative effort. Both the dungeon master and the
players have a part of the responsibility to make the game fun and keep it
Interesting. If your campaign has started to feel like a routine instead of a game, there
things that dungeon masters and players can do, both in the game and outside of it
this, to improve the experience and ensure that everyone has fun.

For the masters of the dungeon


Spend an hour or two discovering what the players will encounter in the next session.
including possible skill tests and battles. Know what you want to cover in each.
The session will make the game easier to carry out and keep the pace.
2. Use accessories. Don't just tell the players that they have found a note that reveals the
secret password. Write it down and give it to them when they find it. If they need
decode something, write it down and give them the key so they can do the work themselves.
Accessories add an element of immersion to the game that makes it easier.
stay in character and focused.
3. Add humor. Dungeons and Dragons doesn't have to be very serious all the time. Even
Difficult adventures enjoy a good laugh. Consider adding a fun one.
non-player character (NPC), a silly quest or a few
jokes in character to improve humor.
4. Be flexible. No matter what you had planned, the characters will find a way.
to evade it. When they stray from the path, do not try to force them back into the plot.
Try to continue with what they give you, adapting your story to include their actions. If
kill your main villain sooner than you had planned, for example, don't do
trap in the rolls so that it is impossible. Replace it with a subordinate who was
ascended, a relative seeking revenge or a cabal of wizards seeking to fill the
void left by his definitive disappearance.
5. Set the mood. Use music, lighting, or sound effects to convey the
suitably intimidating environment. If the situation is supposed to be frightening, dim the lights and put
creepy music or sound effects to give players the mindset
suitable. The soundtracks of movies, in the appropriate genre, are ideal for
this.
6. Discover what type of game interests your players. If your players are looking to have a
good fight, don't give them a series of non-player characters to talk to.
they prefer role-playing, don’t hit them with wave after wave of kobolds. If they prefer a
challenge, give them one. If you don't want the death of the characters to be an option, don't let them.
to die. What interests your players can change from session to session or even from
one hour to another. If the players are eager to have a fight, try to create one,

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even if it's just a random encounter. If they groan when you ask for an initiative roll, do the
easier fight or continue with the next role-playing game encounter.
7. Take the hobby seriously. Role-playing is a hobby that can be beneficial.
to study it and understand it. Listen to role-playing game podcasts, read role-playing game blogs
roles, or buy a book that deals with adventure ideas, tips for dealing with players
problematic and ways to be flexible.
8. Be part of the team, C&D is not a competitive game. It shouldn't be a test of
skill between the players and the dungeon master. Your goal, as the dungeon master,
You should make sure that the story is good and that the players have fun. It is not
defeat them in combat, win against them with riddles or prevent them from succeeding.

For the players


Get involved. A certain amount of player involvement is necessary to
hope everyone has a good time. Try to stay in character when you're at
role-playing game meetings.
Pay attention. Do not participate in games while you are talking on the phone, having
side conversations or sending text messages on the phone while the game is on
in session. This distracts the other players and breaks the mood.
Be a generous player. Do not monopolize the dungeon's love time or its attention.
Give other players a chance to shine. Try to involve the characters of
the other players using jokes among the players when the group is gathered
meetings.
Take the hook of the plot. In a role-playing game, players can do what
they may want to, but that doesn't mean they have to. If the dungeon master has given you
clearly a plot hook, do not avoid it just because you can. Actively avoiding the
The story will only frustrate the dungeon master and the other players. This does not mean that it does not
You can deviate from the planned adventure, but if the group must rescue a princess, then no.
propose something else.
Be creative. Instead of telling the dungeon master that you want to hit the goblin with your
hammer, describe how you move it, where you are aiming, and what you say when you do.
If you are trying to get a non-player character to give you a discount, tell the master of
jail what you tell the NPC instead of telling them you want to make a roll of
diplomacy.

THEADVENTURE
Every adventurer needs adventures. A Dungeons and Dragons adventure consists of a
series of events. When the players decide which path they are going to take
continuation and how their characters will develop with the encounters and challenges that arise
they produce, turning the adventure into an exciting story about their characters.

Adventures feature action, combat, mystery, magic, challenges, and many monsters!

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There are adventures ready to play, written by professionals, but also many DMs
they prefer to create their own Dungeons and adventures, designing encounters and creating it to their
craving.

How to create D&D adventures


entertaining
Dungeons & Dragons (D&D) is a popular tabletop role-playing game since 1970. The most part
An important aspect of playing D&D is the quality of the adventure you play. It depends on the Dungeon Master.
Dungeon (DM) create an engaging and high-quality D&D adventure for the players.
they can enjoy the game without getting confused or feeling bored. Knowing how to write and create a
an entertaining adventure for D&D on your own will give you the ability to offer as a Master of
Prison to your friends.

Write the introduction to your adventure.


Use inspirations and additional sources, such as notes from previous campaigns and material from
official campaigns, to help you create the background for your adventure, giving you the ability to
intertwine the past stories with the new ones. In your introduction, create the atmosphere you want
to communicate. Is the mission one fraught with dangers, or one that seems cheerful but predicts
future dangers?

Create a setup for the adventure below your introduction.


For example, if the theme of your adventure is an elven war in the forests, the setting will be
the elven forests. If it is a ghostly and sinister adventure, create a setting that presents
a crypt, cemetery, or some other scary place suitable for your goals.

Create a scheme that outlines your adventure, starting with the


principle.
The points of the outline will help you guide yourself when telling the story. Each one should
represent an important object, enemy or ally in your written adventure. For example, when
start of the description of each location, could you make an entry describing the possible
treasures of the place, along with the treasure tables that govern them. Leave a double space in the
a template for you to take notes for yourself during the gaming session.

Write a separate character sheet for each enemy


important that the players will find themselves in the adventure.
You can coordinate this by making a sheet for each category of enemies. For example, if there are
possibilities that your players encounter a horde of angry dwarves, all these
enemies can share the same statistics, and simply vary from them. Use
the character sheets for non-playable characters to add to the narration in the adventure while making it as

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possible description, including some things like physical appearance, personality, vision of the
life and level of skills and attributes.

Crea dos o más finales alternativos para tu aventura


To spice up the gaming experience while keeping the ending unknown to the players.
By doing this, you can avoid forcing players to take a particular path through the
world (instead, design your adventure, including the endings, to allow for their actions and
their dice rolls are good or bad). For example, if a player fails a roll or
critical hit rolls, you will be pleased to have a ready ending that sees the end of the group at
moment of your triumph, or achieving an unimaginable success in the face of certain disaster.

When you create a mission, don't start with a story.


Some adventurers meet by chance in a tavern. They hear talk about a
cave full of gold protected by a fire-breathing dragon. They join forces to kill the
"dragon and get the gold." This fantasy adventure is typical. The players get little involved in
the plot. They simply are the ones who kill the monster and take its things. For this reason, a
The mission must start with the characters, not with the story.

Characters come first


Every story needs a central conflict, one that comes from the characters themselves. Before
create a trauma for a role-playing game, create the player characters. In a video game, the
the game designer has complete control. In a tabletop role-playing game, the 'game master' who leads
the game will have to adapt to the players' decisions.

Create conflicts caused by the characters


Make the characters have flaws that lead to conflicts, and then create a story about it.
these conflicts. There must be an external opponent (a supervillain or a demon boss), but
there should also be internal conflicts related to the external ones. At the end of the mission, the
characters must overcome their flaws and their enemies. For example, if a character is a young person
naive prince, gets his power-hungry brother to betray him. The vengeful prince
he must return to the throne while keeping his humanity. If a character is a selfish wizard,
accidentally releases a terrible demon. The wizard must undo his mistakes and
learn to take care of others. In any situation, players have a personal interest in
the history because it is their history.

Get deep villains, not superficial ones.


Every story needs a good villain, but the best villains look like heroes. They are not
bad for no reason. Hitler was a mass murderer, but he thought he was saving the
Germans, purifying the planet for the Aryan race. Often the villains represent the side
darkness of heroes. Batman and the Joker were the two lunatics in disguise who broke the law. The
the difference is that Batman does it to defend order, while the Joker does it to
propagate anarchy. Learn from history and literature. Confront players with their sides
dark.

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Make sure that the heroes and villains meet before the final confrontation.

In the "kill the dragon" scenario we started with, the characters encounter the
dragon just to kill it. Good stories have heroes who encounter villains
before the final battle. The previous confrontations establish an antagonistic relationship, which
results in a better final battle.

Make sure that the situations do not have easy solutions.


Confront players with moral dilemmas. The award-winning series 'Dragon Age' makes players...
players face morally controversial situations, such as sacrificing an innocent
to save a village. Putting players in decision-making roles (and making them face the
consequences) increases their participation in history.

Take the players to a special place


Once you have achieved the characters and conflicts, establish a setting. The best settings
They don't repeat the old 'kingdom of fantasy'. Try changing the standard environment (a world where the
goblins defend their home from a human invasion) or mix role-playing genres (a world
where a race of wizard robots colonizes the stars). Whatever you do, remember that the
fantastic worlds are nothing without good characters and conflicts. If you keep this in mind,
you will create missions that players will never forget.

How to build a dungeon for a


Dungeons and Dragons campaign
As we have mentioned before, Dungeons and Dragons is a board game and a role-playing game, its
The main theme is to have the idea of a specific place full of enemies, traps, and treasures that the
characters can loot. While the construction of the prison takes time, patience and a
A good understanding of the rules of the game is essential to keep the players interested.
A good dungeon can make the difference between a game that everyone talks about.
about the coming months or a lost night that will be quickly forgotten.

Below are some tips that may help you when creating your own
dungeon or cell
1. Start with a general concept of what the dungeon will be like and where it will be located, at
continue, work from there, adding content to the details.
Decide on a specific area and the general style of the dungeon. Is it underground, in
a castle, deep in an isolated forest or in a completely different plane of
existence? If it is underground, is it in the sewers below or in a city, or such
"It is a series of tunnels dug by goblin sappers and their supervisors."
Scarecrows? Is the castle an abandoned ruin or is it being used by a wizard?
wicked?

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3. Calculate how many levels or rooms the dungeon will have. A dungeon intended for a
low-level match will probably have to be smaller, as the characters that it
Explorers will have fewer resources at their disposal to sustain the adventure for a period.
prolonged time. At least, there should be several 'safe' areas where the group
may rest in the midst of the encounters.
4. Show yourself with a plausible reason for the existence of the dungeon and for it to have the
configuration that you will do by hand. A sewage system filled to the brim with
all kinds of expensive traps designed by experts and occupied by giants that do not fit
Entering through the main door doesn't make much sense; however, a temple long...
forgotten deep in a mountain that has been taken over by a group of ogres
marauders is more believable.
5. Draw a map of the dungeon on graph paper, leaving aside the characteristics.
principals of each room and the creatures that can be found there, so
the player will not know in advance what they are going to find. Mark each room with a
code, for example, 'B1' and 'F6', then make a cheat sheet in which the
the room description matches the code, so you can quickly see it
what is happening in any section of the dungeon.
6. Imagine how the inhabitants of the dungeon would live their normal day, and how they would react.
when the players' characters burst into this. The soldiers don't just sit down
in their barracks 24 hours a day waiting for armed adventurers to
they set an ambush; they will instead be moving around, going to the kitchen to
searching for food, making incursions to the restroom and patrolling the facilities to
detect the intruders. The most chaotic and disorganized creatures, such as kobolds and
Orcs are less likely to have regular patrols or sentries, but they will not stay.
motionless in the same room for all eternity.
7. Put the enemies in the dungeons that are of the same appropriate challenge based on the
level of the characters that will fight against them. Make sure to check the statistics of
the enemies and the special rules associated with them. A flying monster does not have
a great advantage in a low-ceiling cave, but in the desert, the same creature is
much more dangerous.
8. Place the traps for the group only in the areas where they are.
sense. A trap that shoots arrows through the main entrance of a tower would be
a good obstacle for the players' characters, as they would be the people who
They live in that tower.
9. Don't forget the real attraction that draws the characters to the dungeons, which is the
treasure. The players want to be rewarded for the assault on the castle and for eliminating
the trolls who murdered the royal family, and that reward should be in the form of either
gold or magical objects that enhance the characters' abilities.
10. Create a final boss that either controls the dungeon or is strong enough to
the other creatures that live there give him a wide margin. Each dungeon must have a
final challenge that really tests the ingenuity and muscular strength of the characters
of the players; the more grandiose and intimidating it is, the more confidence they will feel
players who have managed to overcome it. The dungeons at a low level, probably
they will have a normal creature, like an orc that has a couple of levels in a class

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of characters or a magical object that enhances their abilities. The dungeons of a
higher level will require increasingly spectacular enemies, such as ancient dragons
red, demons from the pit of the nine hells, an immortal wizard of 1,000 years of
antiquity or an entire clan of the hill giants.

How to create your role-playing character


Before your group of adventurers can begin to fight against evil and loot the treasure
of furious dragons, you must first fill out your D&D character sheet. The character sheet
contains all the relevant information you need to know about your character, from its
strength up to the magical powers that can be used. Fill out your character sheet for the fourth
Dungeons & Dragons edition to determine exactly what your character will be like and what
way will relate to the world of gaming in general.

As a player, you create a character. This adventurer is part of a team that ventures into
dungeons, combat against monsters and explore the darkest wild territories of the world.
A character generated by a player is called a player character (PC). As the
protagonists of a novel or movie, the PCs are the center of the action of the game.
When you play with your character, you get into their skin and make decisions as if you were them.
character. You decide which door you will open next, whether to attack a monster, or to negotiate with
a villain, etc. You can make these decisions based on personality, motivations, and goals.
of your character, and you can even talk or act within that role if you want. You have control
almost unlimited about what your character can do and say in the game
Creating a character in D&D is one of the most exciting experiences of the game because you are you.
who gradually builds the character until you are comfortable with him.

Race and class


The first choice is to select a race and a character class. You can start making your
character based on their race or class, whichever is more comfortable for you. Personally, I prefer
start with the class.

Below in the next section, all the basic races are listed:

Races
A whole variety of cultures and societies populate the world of D&D, some formed by
humans, but others composed of fantastic races such as elves, dwarves, and tieflings. The adventurers
and heroes can arise from any of these towns. Your choice of race provides you with a
basic set of advantages and special abilities.

Your character's race not only affects your ability scores and your powers, but also
it also provides the first clues to build your character's story.

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Race: Humans culture and appearance Dots and Modifiers
Of all the civilized races, humans Medium size
they are the most adaptable and varied. Base speed: 4
find human settlements in goalkeeper
any part, and morality, customs and -Additional gift
the interests of this breed vary greatly. at level 1
4 points of
additional skills
(of bonus) in
level 1 and another point
additional for each
next level.
Additional language:
anyone.
Common Alignment: any

Race: Dwarves culture and appearance Dots and Modifiers


Carvings of the rock of Medium size
universe, the dwarfs Base speed: 3 squares,
Vision in the dark: can see up to 6 squares of
they supported an era of distance in the darkness, with the only peculiarity of
servitude under the that without light they only see in black and white
Affinity with the stone, which grants a bonus of
giants before winning +2 when it comes to finding little-known works
freedom. Its frequent in masonry (such as sliding walls,
powerful cities unstable stone floors, imitati... ) Upon approaching
at 10' from a work of this nature has the right
fortified of the to an automatic throw of Search as if I were it
mountains are actively searching. When looking for traps of
testimony of the power of stone, the dwarf will be able to do it as if he were a rogue
and they can sense the approximate depth underground.
their ancient empires. Familiarity with weapons: consider the War Axe
Even those who the gnome and the dwarven Urgrosh as martial weapons and not
exotic.
they live in the cities -Stability: +4 bonus in tests of
humans, are counted stability for any test of this kind, while
among the defenders be firmly supported on the ground.
-Bonus +2 on saving throws against poisons
more firmly against the Bonus +2 on saving throws against
darkness that threatens spells and magical effects
with devouring the world. Bonus +1 to attack rolls against orcs,
semiorcs and goblinoids
Automatic languages: Alignment: Bonus +4 to armor class for dodging
Common and dwarf anyone when facing a giant-type creature. You
loses if caught off guard and in any situation
Additional languages: Favorite class: Warrior
that a creature loses its dexterity bonus.
giant, gnome, infraordinary Bonus +2 to Object Appraisal tests
ogre, land, and goblin. stone or metal.

Elves culture and appearance Dots and Modifiers


Nobles, Savages and above all Medium size
free, the elves guard their Base speed: 5 squares
wooded lands using the Immune to spells and effects
stealth and deadly arrows that sleeping magic, and

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descend from the trees. bonus of +2 in the
They build their homes in Saving Throws against
harmony with the forest, so spells and effects of
perfectly united, that the enchantment.
Vision in twilight, 6
travelers often do not
they discover that they have entered into
boxes distinguishing colors and
details still with a very light
an elven community until scarce.
what is too late Weapon proficiency:
they receive as dowries
additional competition with
martial weapon in longsword,
Automatic languages: common and Alignment: stock, longbow and bow
elvish. Preferably Neutral short
-Additional languages: Favorite class: wizard or Bonus of +2 to the
draconic, gnoll, gnome, orc, Ranger. tests of Avistar, Search and
silvano and goblin. Listen.

Race: Gnome culture and appearance Dots and Modifiers


Throughout their history, gnomes have always Small size
they have focused on development +1a bonus
scientific and technological. They have machines and the skill rolls
steam-powered ships, mechanisms y +4 to Hide
devices for measuring time, gadgets -Velocidad base:3
mineral debris refiners that casillas
they produce high-quality steel, in addition to Familiarity with Weapons,
an endless collection of articles for what they can
mundane things such as screws, pulleys, consider the swords
transmission gears, toothed wheels, short hooks
Gnomes as weapons
screw springs, music boxes, and toys
martial and not exotic.
mechanics
-Bonus +4a
Automatic languages: Alignment: Preferably Neutral
common and gnome
dodge against
Additional languages:
creatures of the type
draconic, dwarf giant
giant, ogre and goblin. -Bonus +2a
listening tests
-Bonus +2a
craft tests

12
Race: Halfling - culture and appearance Dots and Modifiers
Medium
The mediocrities are ready opportunists and Small size
competent. They prefer problems. Size modifier
before boredom and the people them +1 to Armor Class
tends to look with suspicion, although (CA), +1 to the rolls of
Among them, there are honest people. They usually attack and +4 to Hide
being very curious, it is said that no -Velocidad de base: 3
they know fear and have a strange goalkeeper
lucky that gets them out of trouble. They are a Bonus +2 to tests
small breed, known for its wit, to move
cunning and their nerves of steel. They are a Silently, jump and
nomadic people that traverse the rivers climb.
of water and the swamps. No one has Bonus +1 to all
traveled further nor seen more than the the casts of
what happens in the world of the salvation (TS)
mediums. Bonus +2 to morale
Automatic languages: Any alignment against fear, that
Common and average. Favorite class: Bribon adds to the general +1 to
additional_languages all the TS
élfico, enano, gnomo, orco - Bonus +1 to the
and goblin. attacks with weapons
throwing weapons and slings
-Bonus +2a
Listen

Race: Goblins culture and appearance Dots and Modifiers


The best way for a creature Small size
Size bonus +1 to the Class of
little survive in the lands Armor (AC), +1 to the rolls of
Fairy savages is to pass attack and +4 to Stealth
unnoticed. While they suffered at Base speed: 3 squares
-Twilight vision: They see double of
service of the tyrants Tiflins and although humans with dim light,
Drows, the gnomes learned to being able to distinguish details and colors.
Bonus +2 on saving throws
to hide, deceive and divert the against illusions
attention and thus survive. These -Penalty +1 to the difficulty class
the same talents continue to be of of saving throws against spells
illusory launched by gnomes.
great usefulness, since they allow them Bonus +1 on attack rolls
thrive in a world full of against Kobolds and goblinoids
much larger and more creatures -Bonus +4 to dodge against
giant-type creatures
more dangerous than they are. Bonus +2 to Listening tests
Bonus +2 to Crafting tests
Automatic languages: Any Alignment
common and Goblin Favorite Class: Mage or Sorcerer
additional_languages
draconic, elvish, giant and
Gnome

13
Race: Drows culture and appearance Dots and Modifiers
The Drows are similar to the elves of the Medium
surface, although a little lower. Base Speed: 3 squares
the main difference between them is that their Modifiers of
skin is Gray/Black that takes on shades Skill +2 Dexterity, +2
Charisma or Wisdom
Blues under the sun, and their hair
Modifiers of
usually silver or white. Their Skill+2 Intimidate,
eyes are very pale, to such an extent that Secrecy 2
they seem to be completely white, Everything Drow has the
although in reality their irises can be fire spells
lilacs, pinks, blues or silvers. Due to the fairy-like, dancing lights,
notoriously evil behavior of like innate spells
the Drows as a race, and to their physiology available a number
distinctive, normally a Drow no matter how sometimes equal to the level for
well, it won't be pleasant day.
Veneno Drow: The blood
welcome nowhere
Drows is highly
Common and Drow Alignment: Between Legal Cotico and Neutral venomous. Upon doing 1
Additional languages: Chaotic. damage point
draconic Favorite Class: Assassin and Sorcerer

Race: Changeling culture and appearance Dots and


Modifiers
They change subtle forms, capable of disguising their Size:
appearance. They have large eyes that can be Medium
any color, but the most common one is of speed3
gray or silver. Their facial features are mild, casillas in his
normal form
your noses tend to be small. The
+2 In the rolls
Changelings do not build their own cities,
of salvation
but live among humans, or others against sleep and
breeds, mixing among each other and living in their charm effects
shadow. They are found more commonly Changeling Trick
in the big cities, where they form the Changelings
spine of the criminal underworld, can take the
although many find work more form of
respectable as animators, agents of any race of
government and, sometimes adventurers. size
medium.. Yes it is
Natural Linguist: They speak common and Alignment: Any it makes, it is

you can add language to your list of Favorite class: Rogue and Mage painful
class skills for any class doing harm
that I adopt. Speaking a language is a 1d4
skill based on Charisma. Changlings Skills:+2
Get a natural stimulus 6 For in the bluff,
speaking language ability intimidate, and
To find out

14
Race: Tiflin culture and appearance Dots and Modifiers
Heirs of an ancient lineage Medium
Infernal, the tiflins have no realms Speed: 6 spaces
own, but they live inside the Point. Characteristic: +2 to
kingdoms and human cities. They are Intelligence, +2 to Charisma
descendants of noble humans Skill enhancers:
they negotiated with dark powers and +2 to Deceive, +2 to Stealth.
a long time since their empire Search for blood: wins
he subjugated half of the world. But the a racial +1 bonus to
the empire collapsed and the tieflings were the attack rolls against
abandoned to find their mangled enemies.
own path in a world that to Fire resistance: you have
he is afraid of them and is resentful towards fire resistance 5 + the
they. half of your level.
Common and Other Alignment: Between Legal Cotico and Infernal anger: you can use
to choose Chaotic Neutral. Infernal wrath as a power of
Preferred Class: Assassin and Sorcerer I find +2 in the fight.

Draconian Race culture and appearance Dots and Modifiers


Born to fight the draconians Size: Medium
they are a wandering race of Speed: 6 squares
mercenaries, soldiers and Skill modifiers: +2
Adventurers. A long time ago, to intimidate
his empire aspired to dominate everything Fury of the dragonborn: when
the world, but now only a few you are hurt, you earn a
few uprooted clans from bonifcador +1 racial to the
these honorable fighters attack rolls.
resist to transmit the legends Dragon's Breath: you can
of its former glory. use Dragon's Breath
as a power of encounter.
Languages: Common and Alignment: Any
Draconian Favorite class: Paladin

Race: Half-Orc culture and appearance Dots and Modifiers


A dark legend claims that when Medium size.
Corellon took out Gruumsh's eye in his -Base speed: 3 squares
epic combat, part of the essence of Adjustment of scores of
wild god fell to the ground and transformed into
You start with a +1
a race of humans in fierce half-orcs. of the Constitution.
Another story suggests that an ancient
hobgoblin engineer created the half-orcs
Vision in the dark: How
to lead the orca tribes in name the orcs can see up to
of the empire. There is another legend that 6 boxes of distance in the
tells that a tribe of brutal darkness, with the only
human barbarians decided to mate with peculiarity that without light only
the orcs to strengthen their lineage. Yes

15
questions to a semi-orc about their come in black and white
origins, perhaps you will hear one of these (they retain the details).
stories; or maybe you will win a Brawny resistance: you have
punch in the mouth for asking questions advantage in the rolls of
so impertinent.
salvation against poison and
you have damage resistance to
poison.
Fast charge: you get a +2 to
your upload speed.

Common and Orc Alignment: Bad Legal


Additional languages: Preferred class: Warrior and Barbarian.
abisal, dracónico,
giant, gnoll, and goblin.

Race: Orc culture and appearance Dots and Modifiers


Orcs live for battle. Punctuation adjustments of
For an Orc, there is no greater joy Starts with +1 in
to be in the rawest part of a any physical characteristic.
battle, where the warrior most Large
bigger and stronger is the one who Speed: 4 squares
triumphs. The skin of the Orcs is more Vision in the dark:
hard as tanned leather. With it you can see up to 6 boxes of
as time goes by, their skin becomes distance in the darkness, with
costly, knotted and even more the only peculiarity that
impenetrable, to the point that the without light they only see in white and
a more determined thrust does not cause them black (they keep the)
more than a scratch. And although details).
get through the skin and the racial bonus +1 to your
red blood with purple tones close combat defense.
start to flow, there is no guarantee Skill modifiers: +2
that the wound prevents the Orc Endure, +2 to Intimidate
to destroy the opponent. Resistance of orc: the
Common and Orc Alignment: Neutral Bad first time you stayed
Additional languages: giant, Barbarian mistreated during a
gnoll and goblin. meeting, you will get 5 pg
temporaries. These pg
temporaries increase to 10
level 11 and at level 15 to level 21

16
Race: Forged culture and appearance Dots and Modifiers
Created as soldiers for a war Point. the feature:
which heralded the end of an era, the +2 to Strength, +2 to
forged are artificial beings that Constitution
show a human level of intelligence Size: Medium-
and knowledge. The consciousness of a Large - Giant
forged developed as an effect Speed: 3–4 -- 6
collateral of the desire of its creators to boxes
to have units of adaptation to the field Vision: normal
of battle, completely functional. Forged mind:
Without a great war to fight, none You get a
ancient legacy to claim, and only with the racial bonus +1
vestige of a culture developed in the your defense of CA.
last century, the forged are a town Modifiers of
emerging. Integrated into societies of +2 to skill
people more numerous than them, Hold on, +2 to
forged metals are famous for their resistance and Intimidate
his concentration, both in work and Resolution of flooring:
in combat. You can use
Languages: Those that are in Alignment: any Resolution of the flooring
an amount equal to its as power of
intelligence modifier. meeting.

Race: Giants culture and appearance Dots and Modifiers


They appear to be very human Giant
muscular and quite tall Base Speed: 4 squares
with the ears slightly Punctuation adjustments of
sharp-pointed. Their features skill: You start with +1 in
racial (a somewhat force Strength.
superior to the human, and a Sturdy resistance: you have
great resistance) make of advantage in the rolls of
they are ideal slaves, whether salvation from poison and
for hard work, or for you have damage resistance by
gladiator fights in the poison.
sands of Athas, which is Mastery with Armors: you are
an irony since previously competent with armor
they enslaved the people light and medium. While
dwarf you wear medium armor
Idiomas:Común y Gigante Alignment: Legal Bad Oh heavy, you earn a bonus
Additional languages: Barbarian plus 1 in Armor Class.
Orc, Goliath, Dwarf and Drow

17
Race: Goliath culture and appearance Dots and Modifiers
The giants are nomads. Giant
mountaineers who see life as Base Speed: 5 squares
a great competition. Its groups Bonds in statistics: +4
scattered have never played a Fuerza, -2 Destreza, +2
important role in the policy of Constitution
the lowlands, but they have bagged Level adjustment: +1
through the mountain ranges of They can climb quickly
world since the primordials only a -5 to the test.
shaped for the first time into
its peaks and ravines. High and
enormous, the goliaths worship the
primordial power of Nature
and they use it to enhance their strength
internal.
Languages Alignment: Any
Other additional languages Favorite class: Barbarian
son Dwarf, Giant, Gnoll

Race: Half-elf culture and aspect Dots and Modifiers


Descendants of elves and humans, Medium size
the half-elves are a race full of Base speed: 3 squares
life in which they usually appear Immunity to the spells and
best traits of elves and humans, magical effects of sleeping and
he has no homeland, although some of bonus +2 in all the
they find their place among the Saving Throws (ST)
humans. they are curious and against counter-spells and effects of
ambitious, they love nature and enchantment.
they have sharpened senses. They are Vision in twilight: They see the
very versatile, just like the double the good than the
humans, but they do not stop humans with scarce light,
sharing things with the elves. able to distinguish details and
colors.
Common and Elvish Alignment: anyone Bonus +1 to tests of
Additional languages: Favorite Class: Ranger Spot, Search and Listen.
Anyone, except for - Bonus +2 on tests of
secret languages. Diplomacy and Gathering
information

18
Race: Semi Drow culture and appearance Dots and Modifiers
Normally very thin, they have medium-sized skin
pink in color. The most common thing is that Speed: 4 squares
they have silver or white hair, and their +2 to a score of
eyes should be of the same colors as those of the characteristic of your choice
humans, although they are capable of seeing Adaptability: +2 to any
in total darkness. Aside from that, specific skill that you
they share the same characteristics as Elija. You must choose that skill
the other half-elves. Being so at level 1, and it cannot be
physically resembling a drow, change in a moment
they usually "enjoy" it posterior
bad reputation that they
Languages: Common and Alignment: Preferably Neutral
Drow Chaotic
Favorite Class: Scoundrel and Assassin

Race: Kenders culture and aspect Dots and Modifiers


They are curious creatures by nature, Size: Small.
skilled in the arts of theft and the Speed: 3 squares
secrecy and friendly with everyone. Adjustment of punctuation of
They easily forgive offenses and You start with a +1
they become convinced that the of Charisma.
objects that steal from other beings. Lucky: When you get
they arrived by accident at their bags a natural 1 on a roll of
(or they put another similar excuse to that). attack, skill check
This is due to the fact that it is in its the saving throw, you can
nature is to try to grasp everything roll the dice again and
that which catches their attention, without stay with the new one
often being aware result.
in reality of what they are doing. Kender Skill: You can
In their society this is not move through space
considered stealing, since they have a that occupies any creature
different concept of property. mayor
Languages: Common and Alignment: Legal Good
Kender Rogue, Bard

Race: Hobbits culture and appearance Dots and Modifiers


Its most peculiar physical characteristics: Size: Small
what distinguishes them is the abundant hairiness Speed: 3 boxes
that grows on the instep of the feet, the Punctuation adjustments of
lack of beard, curly hair and skill: You start with a
generally brown in color, and the ears +1 in Dexterity.
something sharp, without being like the Natural occultism: You can

19
of the elves. They usually also have a hide when a
plump figure, with a round face and belly, older creature makes you
due to his fondness for food, drink, and shade.
a rather sedentary life. Hobbits
they are also characterized by their nature
friendly and peaceful, and they detest wars

Languages: Common and Alignment: Preferably neutral


Medium Rogue, Bard

Eladrin culture and appearance Dots and Modifiers


Eladrin are creatures of magic. Size: Medium.
with strong ties to Nature, Speed: 3 squares
who live in cities in the kingdom Punctuation adjustments of
twilight of the wild lands of Start with a +1
the fairies. Their cities are located in Destreza.
so close to the world, that sometimes Acute senses: you have
they cross the border, appearing advantage in all the
briefly in mountain valleys or wisdom checks to
in deep clearings of the forest before listen and spot.
to disappear again in the lands Spirit free: you are immune to
Fairy Savages. the condition of being enchanted and to
any effect of sleeping.
Language: You can speak, read Alignment: Legal Good Trance: The Eladrin do not
and write Common and Elvish, Wizard they need to sleep. Instead of
as well as a quantity of So, they meditate deeply
additional languages equal to
its modifier of
for 4 hours a day.
Intelligence. After resting, you have
the same benefits as if
a human sleeps 8 hours.

Classes or Professions
Your class is the basic definition of what a character can do in the extraordinary environment and
magic from the world of Dungeons & Dragons.

More than a profession, it is your character's vocation. The choice you make of class
It will configure every action you take during your adventures in a fantasy world.
wrapped in spells, filled with monsters and torn by battles.

20
Will you be a young and bold warrior with a firm sword? A sorcerer bound by a pact with ties
questionable? A cleric who worships the gods and knows too much? An extravagant rogue with
a hidden dagger in the sleeve? A tattooed magician with a crystal staff? The choice is yours.

How to create a role-playing character profile


The character profile is a constructive way that describes the character you will play with.
Profile helps the character feel more real, remember that you are not playing with a
fictional character you know but with an alter ego of yours that has its own goals and
conflicts to resolve that are unrelated to the world around him, this profile can be easily created by
follow these steps.

Crea la información general de tu personaje. Son algunas afirmaciones cortas sobre el


Nombre
Weight:
Dive a little deeper into your character and give them a sense of presence. You will need to explain.
his personality, appearance, and things like that. Leave a couple of lines below 'Weight'
And the following part of the description begins. For the appearance, you can upload a photo.
that you already have on your computer or use one that is already in some place.
appearance
Hobbies etc.
Give a background to your character to explain why they are the way they are. This can be short or ...
long, but the longer the description, the more complex the character, which will make it more
interesting. Insert a couple of lines and add to the framework of these points: History:
Relatives
Present a sample of your RP along with the character profile. Make a separate line for
this, after the profile. Title the topic "RP Sample" and write. This sample is like
provide a summary. The sample will show people what your skills are and
skills as a role-playing player and how detailed you can get. It's better to make your
show how your character is. Think of it as writing your first ad. Remember, the
first impression is key.

How to write a detailed character description


Now, if what you want is for your characters to truly come to life, you can achieve it.
giving them detailed descriptions. The descriptions do not necessarily have to be physical. The
the way a character speaks, the way they see the world, the things they like or dislike
Likes and other traits are part of creating detailed descriptions. I await the following.

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Listed tips will help you create deeper characters because the more effort you put into it
In creating your character, the closer you feel to them, the more significant what happens to them will be.

What type of person is your character? Are they an optimist, hypochondriac, manic-depressive?
bully, passive-aggressive or snob? Knowing your character's personality will help you in the
search for ways to describe it to your Master. Sometimes, having a trait of
A strong personality in your character will help to go a long way in the description.
from this to your Master since he will also have preconceived notions of how it will look
character of that type.
Depending on what type of person your character is, ask yourself how they would look. People
They have preconceived ideas about that particular personality type. But, what if you want to go
against the current? For example, what would happen if your shy Gnome actually looks like
A beauty queen? Or maybe the womanizer is actually a chubby nerd.
Haz una lista de las descripciones físicas de tu personaje. ¿Es tu personaje alto o bajo? ¿Es
slim or overweight? Do they have acne or perfect skin? What is the color of their hair, the
eyes, the skin? Does he/she have large or small hands? Does he/she have a distinctive mole or
physical deformities? Try to visualize your character and write how you think they should look.
based on what you already know about their personality and how it will affect the
history. In this case, using an image to describe his physical appearance is very useful and
It can help you imagine why it looks like that in that image.
Make a list of other attributes of your character. How does it sound? How does it speak? Is it incapable
Does he express himself or is he a scholar? How does he walk or sit? How does he look or sound when
Are you happy or angry? Do you tend to blush when you feel embarrassed? Ask yourself questions
about his character. Try to get as many attributes as possible about him.
You may not even use all these details in the story, but you will have a better
idea of who your character is and how they will act in the various situations that arise.
What are your character's attitudes towards life? Are they happy and carefree or are they
cynical? What about his religious background? Is he Protestant, Catholic, Baptist, or is he a
atheist? How do you feel about work? About politics? About love and
marriage? These details will also help you in forming the descriptions of
your character.
Describe your character's tastes. What kind of clothes or shoes do they prefer to wear? What type
What music do you listen to? What kind of furniture is in your house? Do you like to cook and what type of...
cooking? French, Italian, gourmet? And why.
Remember this character is you but at the same time it is not.

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