Game Master' Workshop:
by Larry Granato
The loner, estranged from his home, is a popular character model in role-playing games of all genres. Rugged individualists are used as both player-character archetypes and templates for NPC's. However, there are many kinds of mavericks, and each has his own reasons for being a renegade. The following outlines possible backgrounds and motivations for these characters, which can be used in many types of RPG's.
Loner-type PC's are common because campaign settings are designed for personas who yearn to get out and do things; nobody wants to run a character who sits in front of the TV all day long. It gives characters an appealing personal history, free from ties that normally hamper individuals. The same holds true for non-player characters.
Most PC's will travel far from their homes, perhaps even to other nations or worlds with different customs and lifestyles. However, the local people there share the same type of culture and background, and react to strangers in a similar way. The constable, the shopkeeper, the old guy on the park bench, they all have their humdrum and predictable lives.
Exceptional
On the other hand, adventurers, travellers, and foreigners, like the PC, are far more likely to be exceptional and interesting individuals and provide stimulating encounters. They are generally less provincial and more tolerant; they may have things in common with members of the party. This is true in the PC's own backyard as well, except that the player-character will be one of the "locals" his or herself.
Although a few of individualist NPC's may be retired and settled in the area, most are just passing through. They usually won't be found at the supermarket, but in particular locations in town.
In just about every important town there will be a bar, club, or quarter where foreigners gather. Some places will cater to a certain class, race, species, or nationality, while others entertain strangers of all types. Large cosmopolitan cities have the highest concentration of outsiders, even to the point of having a "something"-town, an area where so many foreigners live that it's more like a alien country.
Smaller settlements may also have many outlanders, for a variety of reasons. Border areas are common gathering places for foreigners. Ports of entry and major trade routes attract outsiders. Newcomers may be drawn to a particular area due to a similarity to their homeland, recruiting efforts by employers, previous settlement by relatives, or because the government directs them there.
The traveller's inn or foreign quarter will have the following qualities: several languages will be spoken, news from distant places is a topic of conversation, and diverse opinions will be offered. Items which are difficult to obtain elsewhere may be available, although at higher prices. Different types of food or beverages are sold, and services such as translation or identification of odd items are obtainable. Outlanders may specialize in specialized businesses or products that the locals can't or won't be involved in.
Foreign Quarter
The foreign quarter will seem exotic and exciting to the PC's. Special events and adventures can be found there that are missing in more commonplace locales. It is a more rewarding place to try to enlist help from experienced adventurers than the bar where the local yokels hang out.
On the flip side, outlanders may not appreciate rude or nosy PC's. They have their own culture and customs and don't like thoughtless interference. Foreigners may be suspicious and antagonistic towards the PC's for a variety of reasons. The most common one is that they've been exploited by countrymen of the PC's.
When on a journey, the party may find friendship among others at a traveller's inn. The gamemaster may decide that they run into some rambling NPC's that they've met before. In fact, if a character wanders far enough he may find a foreign quarter that's just like home.
There are many reasons why a character may want (or be forced) to leave their homeland. Some of these involve factional disputes. The GM can use their campaign setting to tie the character's personal exile reasons in with political events.
A good proportion of outlanders and loners will fit into the categories below. Some of the following are designed for NPC use, while others are suitable for PC's as well. They are generic enough for use in most kinds of RPG's.
Exile and loner NPC's can be found anywhere, in cities, on the road, even in the PC's backyard. They, and PC individualists may need to keep on the move. The old saying goes "you can't go home"; but in the case of exiles, you may not need to.
This person asserts some claim on the rulership of another nation. They may have been a president or prince forced out by a coup or usurpation. In other cases, the title may be more vague, with the character merely being in a disputed line of succession. Note that it is worth the individual's life to return to their homeland.
Their status depends on their personal wealth and influence, support in their own country, their host nation's level of recognition, and their ranking by other governments. Many deposed rulers have little in the way of cash or power, but a return to supremacy back home solves those problems.
The disinherited ruler is a center for intrigue. They're often used in political power plays by their host nation. Simply being allowed in makes a statement that the host country is less than agreeable with the current rulership back home. The ex-ruler has many contacts, but usually has an unrealistic and highly biased view of what's going on there, for obvious reasons.
Consorting with the deposed leader will probably bring a PC to the notice of spies from the ruler's homeland. However, the ex-ruler will not forget thosewho have helped him out.
Deported for political reasons, the Exile is often a person of consequence, who looks forwards to a return home when the winds of government change. They may have been banished because of a dispute with some powerful noble, a government big shot, or favorite of the ruler. Many voluntarily go into exile to avoid trouble. While exiles are looking mostly for safety, they are always open to ways to get back in good graces, or failing that, get revenge. Quite a number are able to bring enough resources with them to arrange a comfortable lifestyle. However, a few exiles have incurred such odium that they may never return home, and are persona non grata in most other places as well.
A variant of the Exile is the Emigre, who has gone abroad due to political or economic conditions, but was not thrown out. She have no intention of returning. Nevertheless, she is very interested in what's happening in her homeland, and may wish to go back someday as a visitor or investor. Like the Exile, she has excellent knowledge of her country, although both types probably have a prejudiced opinion of events back home.
The final type of Exile is the Rebel, who advocates violent overthrow of his nation's government, and has thus been forced to flee. There is no way short of a revolution that he can openly return home without risking his life.
The Exile, Emigre, or Rebel are good templates for a PC, and the GM or player can invent are specific reasons why the character had to leave his country.
A outspoken pariah. They've been forced to leave their homeland because of their unpopular ideas, anti-social attitudes, nagging, irreverence (or overzealousness), and other eccentricities. Their beliefs and actions are not exactly criminal or politically dangerous, but are disturbing to the mainstream culture. They tend to harangue anyone within earshot, deriding skeptics and nay-sayers. Outcasts are usually obnoxious and annoying individuals. They're only interested in their own opinion, and to hell with everyone else.
A more somber version of the Outcast is the Prophet Without Honor: A leader whose radical and unconventional ideas have gained them no prestige in their own country, so they travel to distant lands to spread their message. Unlike the Outcast, the Prophet is not disliked, just ignored, by his countrymen. He is always trying to enlist followers in the "cause", whatever it may be. The Prophet may very well get a better reception in foreign parts than at home, and, if the winds change, could return as an esteemed leader.
Both these templates have very negative ideas about their country, and their information may be quite unreliable, as it is colored by their convictions.
Someone who prefers living abroad, considering their homeland a dull and common place. Expatriates are often quite knowledgeable about international affairs, but have a cynical attitude which colors their viewpoint. Many lead a dilettante lifestyle, and cannot be considered very reliable.
An alternative is the Traveller, a person who more or less makes a career of journeying about. They range from nomads to wandering youths to tourists to retirees. When trouble occurs, some will merely watch, while others are willing to lend a hand. They have a good deal of practical experience, but few have met anyone important or have extensive information on foreign politics or economics.
Discharged from service under a cloud, this unfortunate individual seeks to retrieve their reputation by doing daring deeds in other lands. However, he often finds that his ill fame has preceded him, and must struggle against prejudice and gossip. It is often the case that the person merely got the blame for the failures of others.
When this character is a NPC, the party will hear the "bad" rumors first. The NPC's demeanor, often belligerent and defensive, may not add to their opinion of him, but he is a determined and skilled individual. (Example, Jason Macord (Chuck Conners) in the 60's TV Western series "Branded".)
Similar to the Dismissed is the Humiliated, someone who has embarrassed his family and community to the point where they also have to leave home. In this case the disgrace is more of a secret, which the character must carefully guard. Still, some PC's may regard the shame as more of a problem for others than themselves.
These can both be suitable templates for PC's if they're not overdone.
Someone who has an occupational reason for travelling. They could be a spy, an ambassador, an observer, a merchant, a technician, a journalist or writer, an inspector, an investigator, a mercenary, etc. They are here principly to make money or carry out the orders of their government. They're likely to befriend a PC so they can get information from them; mostly they will tell lies or meaningless details about themselves. A group of operatives may be specialists who've been hired to perform a specific task or work on a particular project.
Someone whom difficult circumstances has driven from his homeland. It may no longer even exist as such. Natural disasters, wars, and famines are also common reasons. He has lost everything, and this provides a powerful motive for vengeance against those responsible for his status. The refugee is typically poor but proud, and willing to cooperate with others, as long as it serves his own ends. Refugees often form communities or camps; many are desperate since they have nothing to lose.
Higher on the scale are Immigrants, who've voluntarily left home to seek a better life. There are often in not much of a superior state than refugees, but have a more positive attitude. They also tend to gather in groups. Some may have been deliberately recruited for jobs in a foreign land.
Some PC's of an intellectual or technical inclination will fit into this category.
A subgroup of the Fugitive is the Expelled, someone who has already been convicted and banished for their crimes. Unlike the Exile, their misdeeds are more commonplace than political. And if they broke the law before, they'll do it again.
An alternative to the Fugitive is Running from the Past: A cowardly or frightened individual, who is hiding from a nagging spouse, family obligations, pushy relatives, meddlesome friends, intolerable neighbors, stone-hearted creditors, a jealous lover, etc. A few may justified in running as they're hunted by vile and powerful enemies.
This category may be a good one for a PC archetype under the proper circumstances. For example, In the TV western "Alias Smith and Jones the heros (ex-outlaws) were still wanted men, even though they had secretly been pardoned.
Footloose and filled with wanderlust, the adventurer is pursuing new things and looking for excitement. Although curious, he is not simply on a quest for information or narrow accomplishment like the Seeker (#8, above). Money, fame, and action, are all part of his motivations. This is, of course, the classic PC character template.
NPC adventurers are prime recruits as followers, but they may not be too trustworthy, either.
A more earnest variant is the Crusader, a very common PC archetype as well. The Crusader has a particular goal or mission which can only be accomplished by travelling to foreign parts. Crusaders tend to be single-minded about their objective, and have little interest in getting sidetracked or becoming involved in other people's problems (unless that's their mission).
Some Crusaders are following a dangerous enemy or searching for a highly desirable artifact, and their mere presence is enough generate an adventure idea ("...isn't that Dr. Van Helsing checking into the hotel?")
Another possibility is the Missionary. They have a religious, educational, or social calling that leads them to try to propagate their views among foreigners. Many can provide physical as well as spiritual assistance. However, there may be strings attached.
Usually down and out, this oddball doesn't seem to fit in very well with the folks back home, or anywhere else for that matter. He may be more than competent in some areas, while lacking certain vital social skills. As a result the Misfit often has trouble getting along with people, gaining a reputation as a troublemaker, loner, or difficult person. He often has a special pastime or obsession which will grab his attention if someone brings it up.
An alternative to the Misfit is the Dissenter, an iconoclast who, philosophically speaking, has some things in common with the Outcast, but is not vocal about his criticism and is not on a campaign to change his nation. He disapproves of his countrymen, or they of he, or perhaps the feeling is mutual. Like the Misfit he has not been forced to leave his home, but has left by choice. Both of these archetypes are suitable for player-characters.
The final option is the Dropout, a low-powered loner who rejects just about everything, but lacks the energy or skills to protest much. He simply wants to be left alone.
Someone who cannot return home due to a malediction, excommunication, broken taboo, or a physical state which prevents normal interaction (e.g., horrible disease, insanity, mutation, lycanthropy, vampirism, or walking death) Various superstitions may also come into play. A PC may fall into this category by accident or malice. This also includes strange things like a special powers, eternal life or other oddities that make the character secretly wanted by shadowy forces. A foreign country might be the only place that will tolerate his presence; and maybe not even that, so he could just be passing through.
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