Last Updated: 13 January 2018
Your character needs a minimum set of details:
It is suggested that you have the players go through each detail one at a time, as a group. For instance, everyone takes turns comming up with and announcing their main personality trait, then everyone takes turns with their flaws, and so on. Players should be encouraged to comment on other’s ideas and give suggestions, as long as they’re being respectful.
As the GM, it’ll be your job to help players flesh out their ideas, and make sure that they make sense within the context of the setting and the mood of the group as a whole.
As to what does and doesn’t work for each detail, that depends mostly on the setting. Generally, subtle settings will work better with nuanced but realistic characters while extravagent settings do well with big personalities with exagerated traits.
The final aspect of character creation is coming up with a signature move. These are ‘Ace in the Sleeve’ type actions that your character perform so reliably, no check is needed, unless some extreme circumstance makes it difficult or impossible. Under the G
Players create their abilites themselves, with the only rule being that the GM must be okay with it. They can be as useful or silly as the player can imagine, but a good GM should reject ideas that are uncreatively powerful. Good abilities that add to the fun and narrative game create opportunities, but don’t always solve problems on their own. Bad abilities do more than one thing, are vaguely defined, and have no possibility of adverse consequences.
If a player gives an ability that is too vague or powerful, don’t just shut it down, try to suggest conditions and details that would make it work. The player will either enjoy the suggestions and add them, or they’ll make come up with something else as they decide that the idea isn’t as great as they thought.