By Jason Campbell

Character arcs are integral parts of many TTRPGs and are used in many other RPG campaigns. The general definition is a story arc for a single character and often begins as a stated goal. Often each character in a long form campaign begins with their own character arc which may have rewards at their conclusion such as experience points or similar. Although many TTRPG systems directly address character arcs in their rules there are many who don’t, but game masters can still use them in their campaigns. We asked for thoughts on character arcs, here’s some of the advice we found.

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if you want to run a campaign that has character arcs my best advice is to talk about it on your session 0 so you can get a feel for what your players expect out of it. Do they want all the action to happen in session even if that means not being involved in some scenes or would they rather it be handled one on one between the GM and the player out of session? Are they okay with a character arc taking up the main plot for a while or would they rather it be always treated as a side quest? There are no wrong answers as long as eveyone is on the same page! Whateve you choose I would make sure the other players have a chance to join in on the character arc, even if it’s on a more supportive role, that way everyone feels involved. I would also give every arc a clear structure so players know it will eventually close and someone else will get their turn on the spotlight.

Lu from Inspired Distractions

One thing – related to this. I have a friend who really helped me convey the importance of Arcs, in one simple phrase. A character arc is an answer to a specific question – take all the backstory and all the current way things are headed in a game – and load that all up – and character arc is the answer to “What are you going to do about it?”

Charlie9640 (via discord)

I think of character arcs as a part of character creation that is as important with choosing your descriptor, type, and focus. Descriptors and arc give a PC a kind of “initial trajectory”. Arcs should be a continuing and unfolding dialogue as to what the game is about. Just a GM allowing a player to choose Controls Gravity as a focus means the cold, hard, truth of the world is that it includes at least one person in the world who can control gravity, so should choosing the birth arc mean that pregnancy will feature in the story to come – It won’t just be pushed aside because the GM feels later that it isn’t usually a feature of PCs on an adventure. It will be woven into it as a source of continuing tension until the arc resolves itself. Hopefully, character arcs mean the GM is always looking for ways to make the story relevant to the PCs, and less of the perpetual travelogue that never harvests consequences of choices and actions.
I also like character arcs because they really invite players to start thinking about their PCs not as photographs or snapshots, but people on a trajectory of change, which is what all those discoveries (XP) are made of. Arcs also give GMs and players a great basis to start talking about altering a descriptor, customizing abilities, foci, or flavors as the PC’s experiences leave them a changed person. In longer games, they might even share arcs. You don’t have to be so formal as to limit yourself to the arcs in the Cypher System Rulebook. You can just assign XP on the fly to to players who contribute to the narrative in a way that moves characterization forward in some way. But I do think that the incentive being there for characters to grow and change, or confront things about themselves is something that sets Cypher apart from other systems, and it’s a feature I really like. 

Old Gus (via Discord)

I actually think Character Arcs is the second most important rule in Cypher (after Intrusions). I think what trips up a lot of new people to cypher is that they’re basically like a quest would be in any rpg, except that they’re supposed to be entirely player driven. A lot of new players feel like they’re stepping on the GM’s toes when they try to move forward with steps and make suggestions towards the (hopeful) climax and resolutions. One of the biggest things they need to get used to is that it’s not only ok, it’s expected! The GM has enough things to handle with the regular story anywho

Qedhup

I am starting to change up how I use them but here are my basics..
I collaborate with the player to setup the arc so I can remember throw out hooks for the players maybe even a GMI
I also remind players that they can find ways during play to connect their arc to the current on going story they can use Player intrusions to make connections as well

Stormbringer (via Discord)

I love character arcs especially in a long campaign. When you know what your players want for their characters over a longer term, it helps guide where the overall plot and story should go. In a sense, arcs can offload a decent portion of your prep to the players.

Sir James (via Discord)

What do you think? Let us know in the comments!

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