Pre-Generated Characters

Provide ready-to-use character templates with two-layer design (story card + optional crunch card) and system-porting tips.
6 min read
Everyone

Pre-Generated Characters

Building a character from scratch can take an hour. A pre‑generated character (or pre‑gen)—a character prepared ahead of time for quick play—gets everyone playing in five minutes. You hand out a one-page template, players pick one, and the scene begins.

What you'll learn

Before diving in, review What a Character Is to understand the foundation.

  • What a pre-gen is and when to use it.
  • How a two-layer design (story card plus optional rules) speeds play.
  • Simple ways to adapt pre-gens across systems.

The two-layer approach

A pre‑gen works best when split into two parts:

  1. Story card: Name, one-sentence concept, three personality prompts, and a goal. No numbers. This layer works in any system.
  2. Stat sheet: Game-specific stats, skills, and gear. Optional. Keep it on a separate handout—a sheet the GM shares with players—so those who know the system can grab it quickly.

This split lets you run the same characters in different genres or rulesets. The curious courier with trust issues plays the same whether the numbers come from a fantasy system or a mystery game.

When to use pre-gens

Pre‑gens shine in one‑shots (adventures planned to finish in a single session), demo games, and first sessions. They remove character-build anxiety and let new players explore choices without committing to a long backstory. Even experienced groups use them to test new systems quickly.

You can also offer pre-gens as starting templates. A player picks one, tweaks the name or goal, and claims it. Ownership grows during play.

Try this (2 minutes)

Write a story card for one pre-gen: name, concept (one sentence), three personality cues ("always," "never," "secretly"), and a short-term goal. Example: Mira, streetwise guide. Always watches exits. Never trusts authority. Secretly collects old maps. Goal: find the hidden archive before the city floods.

Common pitfalls

  • Overloading the story card with mechanics. Keep personality and motive separate from numbers. If someone wants stats, hand them the stat sheet.
  • Making all pre‑gens the same archetype. Vary goals and temperaments so players feel distinct from one another.
  • Skipping the "why now" goal. A clear short-term objective helps hesitant players act immediately.
  • Forgetting cross-system portability. If your story card mentions "+3 to stealth," it locks you into one ruleset. Use plain language instead.

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