Ataboiiwhynot
2018-11-15, 08:58 PM
I started a game with the game master a couple of years ago, but we have been on several delays due to real life issues. During all the different times I've never concisely played my character the way I wanted to play him. At first, he started out as a joke, but as I fleshed out his character I realized he was a lot more complex than I had originally thought. I feel as if there are layers to him that I haven't reached yet. My primary question is how would you play the character I'm about to present.
Arvell, the human sorcerer.
He was raised in the capital of the local country during a time known for political change. His mother was in opposition to the new laws being enacted and her lab equipment was confiscated and (Arvell theorizes) she was killed. Arvell fled after his mother's apparent death, and he doesn't know whether his sister and father met the same fate as his mother. Upon escaping the capital he survived in the forest for around a month before being located by a cult and taken in by them. At first, he thought the cult was training him to be a killing machine. Day after day he would do normal tasks, develop his magic, and blend in with the normal cultists. However, he became more suspicious as people around him with magic of their own began to leave his quarters. One day, cultists took him out of the lunch room and put him in a holding cell. As they left he heard he was being sacrificed to their leader. He knew it was a being of immense power, and he didn't want to be on its dinner plate. He escaped by casting a sleep spell on the guard as it passed his cell and fled with the guards uniform and purse into the woods. The cult was on his heels, but he was lucky in his timing and crossed over a large stream before the cult could get members high enough to catch him. After a couple more months in the wilderness, he reached a port town.
That was everything that occurred before the game. There are some areas that I need to be vague on because the GM doesn't like details of his world spilled out, so I've left all names except mine out. After the game began Arvell learned more of the political developments of the country and hates them. He believes that if he were to become the sole leader of the country then it would be better than in the state it's in now. His magic was trained to be physically powerful and his emotions have become numbed due to living with cultists for the past few years. He also should be suffering from paranoia that the cult is actively chasing him as he has only grown to be a better sacrifice throughout his travels.
All in all, I know what I want from him, I just don't know how to play it properly in game. Even when I do have good roleplaying moments I generally play him as a blank state a couple of minutes later.
Arvell, the human sorcerer.
He was raised in the capital of the local country during a time known for political change. His mother was in opposition to the new laws being enacted and her lab equipment was confiscated and (Arvell theorizes) she was killed. Arvell fled after his mother's apparent death, and he doesn't know whether his sister and father met the same fate as his mother. Upon escaping the capital he survived in the forest for around a month before being located by a cult and taken in by them. At first, he thought the cult was training him to be a killing machine. Day after day he would do normal tasks, develop his magic, and blend in with the normal cultists. However, he became more suspicious as people around him with magic of their own began to leave his quarters. One day, cultists took him out of the lunch room and put him in a holding cell. As they left he heard he was being sacrificed to their leader. He knew it was a being of immense power, and he didn't want to be on its dinner plate. He escaped by casting a sleep spell on the guard as it passed his cell and fled with the guards uniform and purse into the woods. The cult was on his heels, but he was lucky in his timing and crossed over a large stream before the cult could get members high enough to catch him. After a couple more months in the wilderness, he reached a port town.
That was everything that occurred before the game. There are some areas that I need to be vague on because the GM doesn't like details of his world spilled out, so I've left all names except mine out. After the game began Arvell learned more of the political developments of the country and hates them. He believes that if he were to become the sole leader of the country then it would be better than in the state it's in now. His magic was trained to be physically powerful and his emotions have become numbed due to living with cultists for the past few years. He also should be suffering from paranoia that the cult is actively chasing him as he has only grown to be a better sacrifice throughout his travels.
All in all, I know what I want from him, I just don't know how to play it properly in game. Even when I do have good roleplaying moments I generally play him as a blank state a couple of minutes later.