The topic of Custom Characters, and Origin Characters, arose again recently (in a
thread that quickly rode out of its initial tracks).
So I've decided to kind of summarise some aspects of the discussion, as well as my personal requests, suggestions and feedback, on Custom Characters.
Terminology and relation between type of PC, Backstory and Personal Quest.I'll start with some terminology, to avoid misunderstandings or repetition of long phrases.
Origin Character (OC) : a character made by Larian. They have fixed Stats, Cosmetic Design, personality, Backstory and Personal Quest. They can be recruited as companions, or chosen as the PC at the start of the game.
To me, pregen (pre-generated character) is much broader and the meaning can vary from use to use. A Larian-style Origin Character is a pregen. A character sheet with all Stats determined (but not Cosmetic Design, personality, Backstory and Personal Quest) is also a pregen. When starting BG3 and choosing only your Race, Class, Background (or even fewer elements than that) and clicking "start", the game automatically fills all the Stats and Cosmetic elements for you, making any quickly-made Custom Character a pregen.
Semi Custom Character (SCC) : a character where we can choose the Stats, Cosmetic Design, ideally the personality as well. But they have a fixed Backstory. And they most likely have a Personal Quest.
This has been described by various other phrases, such as : Nameless Origin, Custom Origin, etc. I'd rather avoid using the term Origin in that sense, where "origin" essentially comes to mean backstory. Admittedly Larian's decision to call their playable-companions Origins wasn't necessarily the best naming possible. Indeed, talking about people's origins, IRL, generally refers to place of birth and backstory. But when discussing BG3, I'll keep Origin for the Larian Characters. (Should they be called Larian's Iconic Characters ?)
Fully Custom Character (FCC) : a character where we can choose the Stats, Cosmetic Design and personality. We can completely make up their Backstory in our head, and the game will not contradict it.
This has been described by various other phrases, such as : Blank State Character (well, I suppose that this is what most people mean when they write blank state character).
Stats : all mechanical things found on the character sheet. Includes racial features, Class, Background, Ability Scores, Skills, starting spells if applicable, Feats, etc.
Cosmetic Design : Race, sex, physical appearance and name.
Backstory : what canonically happened to a character before the Main Story told in the game.
Personal Quest (PQ) : a quest specifically related to a companion character (e.g. Astarion becoming free from Cazador, Gale getting rid of his bomb, etc). Typically a side quest.
I have seen the name Main Story Quest, but I find that rather confusing.
Main Story (MS) : ... the overarching adventure (with Absolute, tadpoles and so on).
Could also be called Main Quest or Campaign Quest, etc.
Player Character (PC) : the character that we play as, and fully control.
This is the standard term used in RPG. I'm a less fan of Avatar, as this sounds to me a bit as if the player is supposed to play a fantasy version of themselves. I don't like Main Character as it implies that the player will create Secondary Characters. Or that our PC is the main character of the story (that is, the only main character, the single protagonist).
Non-Player Character (NPC) : any character that is no the PC. (Examples : Aradin, Sazza, Astarion, Shadowheart.)
Companion : an NPC that can join/has joined our party. (Examples : Astarion, Shadowheart.) Note that a Companion does not have to be an Origin Character. And in most RPG, they are not.
The relations between type of PC, Backstory and Personal Quest are then as follows.
An Origin Character has a very clear and fleshed-out Backstory, and those we've seen so far all have a Personal Quest that is related to their Backstory.
A Semi-Custom Character has a Backstory. It might be a rather generic and vague, with gaps the players can fill. But it contains enough pre-determined elements to potentially clash with a player-imagined backstory. The Personal Quest will likely be related to the Backstory. (The typical example is Gorion's Ward in BG1-2, who grew up in Candlekeep, under the mage Gorion and is a Bhaalspawn. The player can make up some parts of their early life, but the PC can't have been a Sailor, or an Outlander who trained as Druid.)
For Fully Custom Character, the Backstory is not assumed and not referred to. If there is a Personal Quest provided for this type of Custom Character, it cannot be related to the Backstory.
How to make a Personal Quest without drawing on the Backstory of the PC ? Here are a couple of ideas. I'm not saying I'd like them all equally. I'm just demonstrating that it's very possible to come up with some.
- Personal Quest based on Background.
- Personal Quest based on Class (classes which can be clustered, e.g. Martial and Spell-casting).
- Personal Quest that depends only on what happens to the PC during the adventure.
These Personal Quests are about actions and choices made by the PC after the start of the campaign.
If you want the PQ to be about "resolving some issue of the PC", the PC can create the issue during the campaign.
Alternatively, the PQ could be about "revealing what the PC truly stands for". (For instance, "what sort of Druid are you ?". Or "The making of a Hero".)
The Fully Custom Character does not need the game to acknowledge aspects of their Backstory. What makes a Fully Custom Character interesting is not their past (which, by the way, doesn't have to be ultra-unique and edgy and cool and shit). It is who they are and who they choose to become. Or, as Topgoon recently put it,
the key to making the "generic" character just as important to any of the Origins is to focus on forward looking content, instead of trying to cobble together a compelling but also generic backstory.
Link between the Main Story and the Personal Quests of the adventurers In a non-interactive media (book, film, etc), the PQ of the main characters and the MS can be very closely related.
In a pre-written tabletop RPG campaign, they are often largely independent. That's a very convenient thing. It allows players to bring in more or less the Fully Custom Character that they want.
I hope that Larian is going for that kind of broad independence between the adventurers' Personal Quest and the Main Story.
And so I hope that we will not discover that Cazador, Vlaakith, Gale's Netherese orb, Shadowheart's past and Mizora are all deeply tied to the Main Story. And that all the Origin Characters are Chosen Ones of some sort. And that any Semi-Custom Character's Backstory is similarly tied to the Main Story.
Single Protagonist vs Group Of Adventurers. In the
Single Protagonist model, the PC is the only main character of the story. It is their story, their adventure, they are the hero/heroine, and the Companions are the supporting cast.
Examples : Harry Potter, Baldur's Gate 1-2.
In the
Group Of Adventurers model, all the party members (Player Characters + Companions) are the heroes of the story.
Examples : Lord Of The Rings, most DnD campaigns.
Obviously, some players prefer the first model, some prefer the second model.
This writing/design choice has consequences on (at least) two aspects.
Who decides ? I don't want to expand too much here, but it certainly has been hotly debated.
On the one hand, BG3 is a video game, and more specifically a party-based RPG that most players will likely play in Single Player mode. So there are inevitably some video game conventions to accept (e.g. I can, as the
player, choose the equipment of the companions, the actions they take on their turn during combat, the way the level-up, etc).
On the other hand, there are important decisions that the party takes, that influence how the story will go. For instance : the various groups to side with (Druids, the Tieflings, Goblins, no one ?), or the leads for a cure to pursue (Githyanki creche, finding a healer in the Grove, elsewhere, or something else ?).
On this aspect, the Group Of Adventurers model is probably a bit more complicated to write for, as it requires carefully drawing the line between
the choices of the player, and how they translate into
what happens among the characters.
My faith in Larian's writing ability isn't exactly high. So that should make me lean toward having a preference for Larian going for a Single Protagonist model. However, for the very same reason, I fear that they would have the PC be the Single Protagonist by making them be a Super-Special One/Chosen One. And I'd rather not have that trope yet again.
Feeling of importance : who is (held as) the Most Important adventurer in the game's universe ? From the point of the view of people in the game world, who is the most important member of our party of adventurers ? For instance, if the city of Baldur's Gate is to celebrate someone as Hero Of Baldur's Gate at the end of the game, will that be just the PC, a single companion, or the whole party ?
On this aspect, it is possible to somewhat accommodate both preferences.
The idea is, again, to make this feeling of Most Importance result from choices made during the story.
And these choices could determine whether it is the PC who obtains that Most Important One status. Or whether it is another companion, or more than one party member, or nobody at all.
Some examples :
- The adventurers have mastered their tadpoles, and it's now just giving them pretty sweet powers. But the PC (or another party member) may choose to sacrifice their tadpole in order to prevent a big event that they view as very bad (for example, Baldur's Gate is destroyed).
- The adventurers have found a way to get rid of their taxing, burdening tadpole. They can do it right now. But one or more adventurers choose to keep it, so that they can use their tadpoles' powers to locate the other unfortunate tadpole victims and destroy their tadpoles. Those who kept the tadpole will continue suffering from its adverse effects, but hey, they'll be Heroes.
- A god or three have been killed. But a divine portfolio must always have a bearer. Such is the rule. The PC can choose to take that role, become a god. Or let another character become one. Or nobody in the party wants to do it, and they let all the other existing deities of the Forgotten Realms setting fight for it.
Again, these are mere examples to show that solutions exist. I'm not advocating for any in particular. In fact, they all fit into the "sacrifice" archetype, and I'm sure one could think of more. I'm not here to write this game. I'm just showing that Larian could satisfy the players who want to feel their PC is the most important character in this story, all while running a Group Of Adventurers model and not have "the PC is actually the Chosen One".
Essentially, being remembered in-game as Most Important Adventurer would be akin to a game ending. It would be achieved through choices and actions during the game, instead of being granted automatically to the PC at character creation, simply because this is the character that the player will play. And it would emphasise
player agency.
How "blank" Tav is currently vs how "blank" the Custom Character will be. This is Early Access : not all features are there yet.
Currently, we can already create a Custom Character. But from what we have, we cannot get a sense of whether Larian will only provide us with a Fully Custom Character, a Semi-Custom Character, or both, and what sort of Personal Quest they will provide.
In
this interview, at 33:18, Swen mentions a Backstory for the Custom Character. So it sounds as if there will be a Semi-Custom Character. In fact, more than one (I'm considering that 1 Backstory = 1 SCC). It doesn't exclude a FCC.)
I don't think that everyone has this big caveat in mind when expressing the idea that "Tav feels bland".
Also, I'm not convinced that it was a good idea from Larian to release the EA version with the current configuration (OC accessible as companions-only for now, their Personal Quests well outlined, but no clue given about how the Custom Characters will be handled).
On the plus side, they can see that plenty of people are giving feedback along the line of "Tav feels like an empty shell". To me, this sounds somewhat similar to "Custom Characters were bad D:OS2. Please don't do the same in BG3". Which Larian knew already, but if they wanted confirmation, now they have it.
On the minus side, I feel that the current absence of any content specially made for the Custom Character creates a bigger demand for specialness of the Custom Character. Which could be interpreted as "we want a Semi-Custom Character, a CC with Backstory and related Personal Quest", and "we want the PC to be the Single Protagonist of the story".
Well, for what it's worth (if discussing Custom Characters is worth anything at all), I'd like to stress that, within "the Custom Character space", there is Semi-Custom Character and Fully Custom Character. I would immensely prefer having access to a FCC. And from what I've read, I'm far from the only one.
Summary ... Feedback a) It is possible to provide a Fully-Custom Character, i.e. with no assumption on that PC's Backstory.
This is all the more so possible that the Main Story uses a "you were all abducted and you wake up as prisoners" opening, and follows the initial escape by a "you were all infected and must find a cure" campaign starter. Which means that no Backstory element is required for the campaign to work (contrast with BG1's story).
Fundamentally, making it work, e.g. by giving a Fully Custom Character a Personal Quest or a Most Important One status, can be done by focusing on choices made during the campaign, not on the Fully Custom Character's past. This has the advantage of going along with the idea of giving players agency, that Larian seems to care about.
For Semi-Custom Characters, there is a spectrum. The more assumptions are placed on the Backstory, the less Custom the Semi-Custom Character will actually be.
b) The current configuration (OC not playable, CC available with none of the CC-specific content) isn't the greatest, as far as getting feedback is concerned. While CC vs OC isn't at the very top of my list of priorities, I feel there is much to gain in making some CC-specific content available for Early Access feedback.
Also, I'm not quite sure of what Swen meant when he talked about "how much depth there is already to the Custom Character".
My requests/suggestions. a)
The possibility to play a Fully Custom Character : no Backstory assumed (not even one that chosen in a list, or customised via a questionnaire of some sort.)
But I'd also like an actually-developed Fully Custom Character, not just a stripped down version of the Semi-Custom Character (with the simple addition of the value None in the Backstories list).
If that doesn't happen ... I hope the Backstory (or Backstories) available to the Semi-Custom Character won't assume too much, and won't be all Chosen One backstories.
(To give a point of reference : I believe that the only indication that we have so far, of how a Custom Character will play out, is that if you're not a Githyanki or a Drow Elf, then you are assumed to be from Baldur's Gate. And I'm not a fan of this.)
b)
Group Of Adventurers model : I'd like a party of somewhat equally important characters. Not a story with a Single Protagonist. And I'd like even less a PC who is the main character of the story by the mere fact of being the PC (and probably some sort of Special/Chosen One).
If Larian doesn't want to cater to all preferences (which is fine and very understandable), I hope they choose the Group Of Adventurers model. Partly because that's what I would prefer playing. And partly because that's the typical DnD experience. They have spent enough time describing their vision in terms of "this is our DnD campaign, we will be your (automated) GM", and not merely "our game takes place in the Forgotten Realms". I feel that this creates expectations for the Group Of Adventurers story, not so much for a Main Character And Sidekicks story. (Yes, there is not a single way to play DnD. But some ways are more typical than others.)
As for whether some members of the cast of adventurers end up being viewed as the Most Important Adventurer(s), I'd rather have this be a game ending, a consequence of our choices throughout the game.