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#mothmansbigfatass asks
strawdool 5 months
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馃檶 Draw a doodle with your non-dominant hand!
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lamb came out so sad lmao
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theladysherlock 6 months
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talk shop tuesday! incredible coincidence - i wanted to ask you more about your dnd OCs, and you posted a new art piece with one of them! continuing the theme: could you tell more about your dnd OCs and how they came to be?
Ohhhh you have opened Pandora's Box my friend!! I could talk about this topic all day.
Basically there's two parts to this: my approach to DnD in general, and in-depth explanations of the characters. I'm going to put this under a Read More to save everyone's Dash.
Part One: Dungeons and Dragons
So the thing I love most about DnD (and other TTRPGs) is that it's a collaborative game. I'm not responsible for the entirety of the story, I bring my character to the table and everyone else brings their characters and between us, the DM, and the dice, we figure out where the story is going. I enjoy it so much more than trying to come up with everything on my own. And I love that people can surprise me!! @mothmansbigfatass and @ahawkmet (my irl friends and in most of the campaigns I play) can attest, apparently I'm a lot of fun to watch during revelations because I always have a big reaction.
So when making a dnd character, it's important for me to know 1. What the world we'll be playing in is like, and 2. What everyone else is doing. Again, it's a collaborative game, so I want to make sure that I'm playing nice with the DM's world. AND often the setting itself will give me an idea (see Ethan: the game is set at a community college. What's a college stereotype that would be fun to play?). Ideally, the character I make would have a really hard time being plopped into a different campaign and have it still make sense. Secondly, it's more fun for me to play a class that will fill out the party. For example, if we already have a cleric, I don't also need to play a religious character. Those story beats are covered by someone else, I don't want to be competing with another person for cool moments.
Once those two things are settled, character creation is determined by what seems fun to play and what would be interesting aesthetically. I like to keep the backstory light to see what happens as we start playing, and then I can fill it in bit by bit later. Sometimes that bites me in the ass, though (see Ethan: I didn't give him birth parents and then they were incredibly important to the plot). I tend to have a general idea about who they are and what they're like, and then I always get surprised by what they actually end up acting like once we start playing. It's fun for me to figure them out along the way!
The last thing I wanna say about DnD (for now) is that I love everyone else's characters just as much. I just draw mine more because, well, they're mine. I feel weird putting their guys in situations and guessing how they'd react because they aren't my little guys. I much prefer working collaboratively with the other players (like an RP thread) to just writing a story on my own.
Part Two: Ethan
Where to even start with my boy. A bunch of my work friends got together to start a DnD game, and I hadn't played with most of them before so I wasn't sure what to expect. I also did not think the game would last very long, since most campaigns tend to fizzle out after a few sessions. So I made kind of a joke character with extremely little backstory: He's a half-orc, since I hadn't played that race before, he's a bard who is the captain of the local community college's Improv Team, he's "the kind of guy to play wonderwall at a party but you're not mad about it", and I said he's adopted by two men, neither of whom were his biological parents, and he wasn't particularly interested in tracking down his bio parents. This last point is for two reasons: one, I was trying to avoid just duplicating a Dimension 20's Gorgug, a half-orc who was adopted by gnomes and spent the whole first season trying to find his dad; and two, I was pushing an "Adopted parents are not less than biological parents" agenda.
My DM took this personally (affectionate). First session, I was given a clue about his birth parents' identities. From then on, Ethan was dragged kicking and screaming into being the unofficial main character of the campaign. His mom was one of our favorite NPCs, a kickass pirate with a truly tragic backstory who would always jump to help us out of a scrape. His biological dad was the human embodiment of Pride who had took on the form of Fantasy Harrison Ford and was an extremely famous actor in-world. Our BBEG was his uncle, the embodiment of Greed. Every plot point became very personal and it was a lot of fun. I also loved putting him through the wringer, so between me and the DM the poor guy couldn't catch a break.
Part of the dice telling the story, I rolled so bad all the time when I played Ethan. It didn't matter which dice I used, I just rolled really bad, which was not something that normally happened with me. So that was fun to incorporate into his character as we played-- he was insecure about his own abilities compared to the extremely powerful characters he was surrounded by (we had a 20 ft Earth Titan who was an extremely powerful Druid, Emeshka you will always be famous). So he became a more three-dimensional and actualized character the more we played.
He's extremely easy to put in situations and his character design is pretty solid, so I end up drawing him the most. My perfect little guy.
(Anything about him I've tagged either "Ethan" or "Big Yarr Energy" if you want to find more)
Part Three: Mina
After the campaign with Ethan wrapped up, we started a new one in a Cthulhu-inspired setting. My goal with making Mina was to do as close to a 180 as I could from Ethan. While Ethan was a friendly and charming but bad at most things, Mina is a competent and intelligent Druid who's blunt and overworked and doesn't quite know how to meaningfully engage with her party members (but she tries, bless her). Druid was one of the classes I hadn't played yet and I've been making my way through the list of available classes. The One-With-Nature stuff isn't super interesting to me as a player, but I found a homebrew subclass that was based more in Big Cities and as an Architecture Nerd that was much more my speed. Also, I hadn't played an Aasimar before, so that seemed like fun. From all that, I pulled together her whole deal: She was from a bloodline of guardian angels who were sent to protect different villages and towns, and she's gone from her mother's small town to being the guardian of a city of several million people and it's overwhelming. She's lonely and she's jaded and she's got severe Gifted Kid Syndrome and she's got her head on a swivel to make sure her party members are okay even if they don't like her very much and I love her.
I didn't give her a lot of tragic backstory because there are a lot of us playing and I wanted to have a character who could push the plot forward with her actions, instead of having a "now let's stop and talk about my life!!" moment every session that seemed to happen with Ethan. Give everyone else some time to have cool moments, you know? And by GOD are there some cool moments. My fellow players are so good at making compelling characters. Ask @mothmansbigfatass about Nelly if you get a chance.
We're still playing this campaign, although we're nearing the end of it. There's still space for some big moments for Mina in the game, though I'm hoping our DM lets me save hers for last. She's the kind of character to make sure everyone else is okay before taking care of herself, so it feels appropriate. I'm excited to see where Mina ends up. She's definitely a character I'll go back and write/draw a lot afterwards, though. Part of being in a group this size means there's a lot of stuff that just won't get covered. I'll have a lot of material to play with for my own work once we get to the next campaign.
(Anything about Mina I've tagged either "Mina" or "Cthulhu Crimes" if you want to find more)
Part Four: Jess
Jess is a character that isn't from DnD but is a TTRPG character of mine, and I like her so I'm going to talk about her too. Jess is a cautionary tale in Knowing Your Audience.
Jess is from a different group of players than Ethan and Mina. Our DM for that game is notorious for wanting to give us Big, Shonen-Style fight scenes and an insane level of power creep. Character interactions are fine, but his true passion is making us look like Goku.
Jess was... not built to look like Goku. In this world you could identify different types of magic users by their focus, and I wanted her whole schtick to be about deception. She looked like a wizard when she was actually a monk, she looked like a dumb blonde girl when she was extremely smart and good at stealing things, she's a dancer but her primary fighting style was based on capoeira, etc. Also part of why Jess sticks with me as a favorite character is the way I had her powers work was so fun and visually interesting that I haven't been able to shake it. Basically her superpower was that she could snatch bits of other people's powers and use them herself, and you could tell which ones she had because they would fill out spectral stained glass wings with specific colors.
Jess was (and still is, frankly) too complicated for the game our DM wanted to run. Immediately any hope of her being a chronic liar was dashed as her powers did not manifest in a way that could possibly pass off as being a wizard. So instead of being sneaky, Jess became very angry. She was quick to point out injustices in the world we were in. She beat up creeps, she yelled at bigots, she stole powers from macho superheroes trying to one-up her. She had to get a lot less complicated for the story we were in, but the complicated version of her still lives in my head and I like to see what she's up to from time to time.
(I don't think I have anything tagged for Jess, unfortunately)
TL; DR:
TTRPG characters are fun because they let me do my favorite thing creatively, which is bounce ideas off of other people. I typically design them based on the setting, party needs, character tropes that I think are interesting, and just general vibes. Most importantly, though, I don't have a fleshed out character without the input of the other players.
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strawdool 5 months
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Bothering you with question and statement
Anyway how long would you say it took you to develop your style
OOOF i had like SOOO MANY style changes around 2016 to 2021 where i started to have a more realistic leaning style (i was in a fandom that basically made me draw people more often so i started to study human proportions aswell)
You can see how my art style changed with the yearss
This is 2016
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This is 2019
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2020
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2021
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And then i started experimenting more in 2022 and 2023
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and 2024
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my art style kinda shifted in 2022 and has been evolving every since. Rn im more focused to improve on my painting skills and also study different ways to do it.
but your art style will never be the same even if you dont change it, its always evolving with us and with the things we like and the ones we dont.
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