#RPGaDAY2026 Day 13 ~ Strain

A lot of times, we track the health of our characters, but how often do we track their strain? As well as I do, I know that while we’re not about to keel over due to physical injuries, a lot of us are under a considerable amount of strain in our daily lives. This stress or pressure adds up. Why wouldn’t it be the same for our characters?

Fantasy Flight Games’ Star Wars actually has a stress tracker. Other games have something similar: Stress, Resolve, Sanity, etc. They all pretty much track the same thing, although sometimes it might be game-specific in terms of the nuance or exactly what that’s supposed to represent, but it all lives in the same house.

How exhausted are you? How stressed out? How shot are you physically, emotionally, mentally, spiritually? The mechanical effects can be interesting. However, in my experience, the bigger effect is that it’s a wonderful prompt for getting an idea of how your character is doing and how to role-play them because of that.

In the absence of these mechanics, I still naturally take into account how the character is doing and play them accordingly. If you’re like me, you really start to get inside their head, or maybe they start to get inside yours. Is there a difference? Who can say?

The point is I start thinking like them, and feeling like them, and acting like them, and that comes out. Sometimes the strain and stress is quite palpable. They’ve had it, and it shows. I think this makes them far more human, and that is quite satisfying, don’t you think?

#RPGaDAY2026 Day 12 ~ Loss

Psychologists tell us that we fear losing what we already have far more than not gaining what we want. I have experienced quite a bit of loss in my life, and they still leave marks now. It’s not something that you recover from completely: loss of a career, of a loved one, a time in your life, of a really great bass guitar, a pet. We remember all of them.

The RPG Broken Rooms by Stephen Herron from Greymalkin Games formalizes loss as an essential part of character creation, almost before everything else, certainly not as an afterthought. You determine some profound loss that the character has had in their life. Having spoken with the author, he confirmed that there is a secret within the game itself that runs completely on loss. Now, that’s a very interesting and compelling idea.

Come to think of it, I’ve had characters lose quite a few things over the past few years:

Body parts, jobs, reputations, relationships, the whole nine yards. It’s always interesting to see what the characters end up doing when they are faced with that trauma.Come to think of it, there is another game that formalizes loss. Delta Green uses a system where the anchors or bonds in your life systematically dissolve as the agents dedicate almost all of their lives and energy towards their missions. It’s not that they just spend too much time there. It’s that they are changed, and the world that they go back to no longer fits. That’s another very visceral experience, and I can relate to that one as well.

I think the best RPG sessions have our characters experiencing real human events and emotions. To me, it makes them seem much more real, even if it is painful.

#RPGaDAY2026 Day 11 ~ Tact

Tact is not something that many of my characters have had over the years, occasionally, but they’ve tended to be very direct. I wonder why.

Having a high natural charisma or the ability to be persuasive doesn’t always indicate tact, and some situations must be handled delicately.

In our turn-of-a-new-leaf Call of Cthulhu campaign, one would never accuse my character, Terence McSweeny, of tact. Far from it. However, his counterpart, Alfred Smalls, was a master of it.

This didn’t mean that he never spoke his mind. He certainly did, but he was able to defuse situations and prevent things from escalating on more than one occasion. He seemed to have an knack for it.

I don’t know what it said on his character sheet, but I do know how he got played.

He wasn’t necessarily somebody you would associate with being a master of social situations. He certainly wasn’t, but he did have the ability to say some pretty outlandish things to people and have it sound somewhat rational.

Eventually, he got thrown in the insane asylum for a while, but that’s another story.

#RPGaDAY2026 Day 10 ~ Secret

In Zyborg Commando Resurrection Overdrive every character has a secret known as a dark shadow. This only gets revealed during your final day, but you can hint at it in other ways until then. It makes you a danger to your own team. This is one of those games that’s so crazy it just might work. I still have to run it for my group. That’s been on my to-do list for way too long.

But that’s certainly not the only game where characters can have secrets. Sometimes that’s a formalized part of the procedure, but often it’s not.

Very often, people decide to have a secret and plan some sort of big reveal. I’ve had people tell me that there’s no point to having a secret or internal motivations unless they’re revealed to the group, but in my experience there’s another, (and just as rewarding) way to handle that.

For a long time, in our All for One campaign, Martin had a secret that he only sort of revealed to us. What it is isn’t important. The important part is that it influenced how he played that character and how that character behaved. All for One, to me, that’s the much more fascinating and, dare I say, realistic part.

In real life, lots of us have secrets that we don’t reveal to people, but they certainly influence how we live our lives. Why should it be any different for our characters? Having a secret or two, or even a skeleton in the closet, is one of those things that can add a real depth to a character. Even if nobody ever figures them out or even realizes that there is a secret, it certainly influences how that character behaves and thinks and reacts to the world.

After all, there are countless secrets that I have had as a game master that never saw the light of day, but it certainly influenced how things happened and how certain non-player characters behaved. It doesn’t matter that nobody discovered them. What matters is how they influenced the experience.

#RPGaDAY2026 Day 9 ~ Privilege

What gives one character privilege over another? What sets them apart? Did they earn it, or was it bestowed upon them? Are they even aware of it?

In our all-for-one regime diabolique campaign, it was a privilege to be a musketeer. We were able to do things most others were not, but it was more of an honor than anything else. Some people were impressed, and others, like the Cardinal’s Guards, were likely to bite their thumb at us.

In Circle of Hands, once you ask an NPC their name, they become a named character and have stats and are elevated from being just a regular background character. To a certain extent, they come alive. The player has bestowed upon them the privilege of becoming real, and this is an interesting thing to see happen.

In a curious sense, our characters have a privilege or a status over most of the other denizens of their world because of our attention. They act with an agency and independence outside of the run-of-the-mill people around them. This doesn’t mean that they’re protagonists, nor does it mean that all the non-player characters are simply lifeless background.

However, our attention has turned them into something else. Regardless of the game, at any moment a non-player character can be afforded this same level of privilege and realness.

What would our characters be doing without our attention? Would they just be another one of the sheep? That’s a strange question.

I wonder, do they consider it a privilege?

#RPGaDAY2026 Day 8 ~ Resolve

Some characters have plenty of resolve, and some surprise you with how little they actually have.

In our turn of a new Leaf Call of Cthulhu game, I expected my character, Terence McSweeney, to have quite a bit of resolve. However, despite the fact that he would go toe-to-toe with gangsters, it seemed that exposure to the impossible and the supernatural had him faltering in his resolve more often than not. He still tried. He still had principles, but the enormity of the situation got the better of him on many occasions. I can’t fault him for that. I have no idea how I would have handled it. For all I know, he did better than I would have.

I’ve also seen characters with tremendous resolve. In our screaming for vengeance Hyperborea campaign the members of the Iron Eagle clan had tremendous resolve as they sought to recapture the Hammer of the Gods. They stood their ground as hordes of cultists tried to take it back, and they emerged victorious. They still faced more trials, and if we ever pick the campaign back up again, we will see what happens to them, but they always stood firm no matter what the opposition.

That’s one of those things that you never know until play goes on for a while. You might have an idea or a concept of a character in your head, but the real character that emerges takes on a life of their own.

#RPGaDAY2026 Day 7 ~ Mercy

In the world of role-playing games, mercy is kind of a rare bird. Think of it: our characters are actively doing something to steal a phrase from my friend Anthony: they are acting, reacting, and interacting with the world around them. Mercy might be the last thing on their minds.

At some point, your character has the power to punish or condemn somebody, giving them their just desserts. This isn’t violence for the sake of violence or condemnation for the sake of condemnation. This is administering justice, isn’t it? When do we stay our hands, and why?

Imagine Inigo Montoya finding the six-fingered man and telling him, “Go on, get out of here before I change my mind.” But maybe I’m not being fair. That was an awfully personal desire for justice. Perhaps Samwise Gamgee being merciful to Smeagol because he was so pathetic might be a bit closer.

However, role-playing games are not movies, and they are not novels. They are dynamic worlds with lots of moving parts, and our character is just one of them. Anything can happen, and ultimately we are sitting in the chair making decisions for the character or as the character. What would they do?

It’s not hard to imagine a character so human that they simply couldn’t administer justice when they had the chance, but it’s a rare thing, isn’t it? I’m trying to remember a time when this happened, and I’m sure I’m forgetting some, but I can think of far more examples where no quarter was given. Maybe this says something about us.

#RPGaDAY2026 day 6 ~ Reach

I don’t think I’ve ever had a character that reached everything that they strove after. Something was always just out of reach. Something was always left undone. There was a mystery left unsolved, a debt or a grudge left unpaid.

I don’t think this is a bad thing. Imagine what would happen if our characters were to accomplish everything they set out to do. What would they do next? What would we do next? What would be the point of having a game any longer? What would captivate and motivate them like an unfulfilled desire?

It’s frustrating. Trust me, I know. I’ve been there many, many times, but having these things just out of reach that irritate and motivate our characters is what makes the experience so captivating. At least it’s a big part of it. My characters will always continue to reach for something. Every once in a while, they’ll catch it, but these things are like slippery eels and escape from their grasp. I wouldn’t have it any other way.

#RPGaDAY2026 Day 5 ~ Burden

Why the hell is your character carrying everything anyway? This isn’t a video game, buddy.

Call them henchmen, retainers, lackeys, sidekicks, followers, or whatever other parlance your favorite game uses. Having a hired gun or two is a great way to free your character up to do much more important things, like almost get killed protecting the Queen.

For certain games and in the early days, for sure, they made great backup characters. I vividly recall a game of some form of Basic Dungeons and Dragons run by Dark Age of Man aka Jason, where my character, Sir Vantes, died upon opening the front door. One round.

As luck would have it, I had rolled up another character before Sir Vantes, but after this fellow turned out to have a 3 in wisdom, I begged Jason to be allowed to make another character.

He laughed and said sure, but I kept this guy around to be a torchbearer. Maybe he could carry all the loot. He turned out to be the character I played for the rest of the session, and he was great.

In games powered by Ubiquity from Exile Game Studios and Triple Ace Games, having a follower or a lackey can be a tremendous experience. I should do it more, to be honest. They can really take on a life of their own, and they’re not just limited to carrying the kitchen sink. You can send them out to go do other errands based upon their strengths, (hopefully ones that you don’t have). They are also great fun when the GM has the other players at the table play your sidekick.

Henchmen: They’re not just for carrying stuff anymore.

#RPGaDAY2026 Day 3 ~ Poise

I’m trying to think of characters that I’ve had which you could say had poise. It’s not something that I normally would associate with most of my characters, which makes me laugh a little bit. I do recall some characters that had grace under pressure. At least I seem to remember that, but memory can be a tricky thing.

In our Star Wars: Age of Rebellion campaign, run by the UmbramancerEloy Cintron, my Bothan character, Bob, was quite a skilled pilot. We had some pretty dicey situations, and the video record might remember this differently, but I seem to recall him being rather calm and poised during these moments, unlike just about every other moment he had to deal with when he wasn’t behind the wheel of their ship.

Anthony’s character, Il-ha-na, was quite poised when the shit hit the fan and stormtroopers needed to be shot. I remember him standing there stoically and doing his thing while all hell broke loose. Once again, it’s possible I’m remembering this wrong, but that doesn’t seem likely, does it?