A Character Sheet Is A Map

Apr 05, 2011 08:53


Originally published at Highmoon's Ponderings. Please leave any comments there.


A statement from my latest post on Rebuilding Vampire about the Vampire: The Masquerade character sheet turned into an all-day Twitter discussion about character sheets in RPGs in general. It was a good series of chats, actually, but it highlighted very quickly that I was talking to two different groups of people and that what I wanted to convey about why I said what I said about the VtM sheet was not clear at all for those who lacked a certain context. This post is me trying to explain my views on character sheets and what I see is their role in an RPG. I would love it if from there we can launch a greater conversation about RPG character sheet design in general.

In 2008 I listened to episode 54 of the Master Plan podcast, in which Ryan Macklin interviewed Daniel Solis. The name of that episode, and the idea that was hashed out over the half-hour interview, was that “A Cover Is A Promise.” Briefly (and really, you should listen to the episode to get the better explanation), Daniel poses the idea that when looking at the cover of an RPG, it gives the prospective customer a solid idea of either what you will do in the game or an emotion/theme that the game will create; the cover makes a promise of what’s to be found inside and in play. That phrase has stuck with me since then, and I have brought it up in various conversations ever since because it speaks to me, and solidifies a feeling I have had about roleplaying games that I simply had no way to voice. Following that line of thought, when I think of character sheets, this is the statement that comes to mind:

A character sheet is a map.




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gaming, vampire, rpg, other systems, game design, d&d

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