
There’s a maxim in game design: test often. But before you can test, you need a solid foundation of mechanics in place. For Crime Drama, that foundation starts with character creation. The game’s concept is baked right into the name—it’s about intense, personal stories of crime, betrayal, and consequence. So when we designed character creation, it had to feel collaborative, dramatic, and deeply personal.
The process happens in phases, with the whole group moving through each together, building tension and relationships right from the start. You begin with your Facade- how the world sees you. It’s not just your job; it’s how your family, friends, and coworkers understand you. Maybe you’re a “hardworking paramedic” or a “kind but struggling bartender.” Then you explore your True Self, the hidden layers beneath that mask. Ambition, fear, violence, the traits that shape who you are when no one else is watching. From there, it’s Skills & Hamartia- what you’re good at and the flaws that could pull you under.
Once you’ve figured out who you are, it’s time to define who you know. Your Social Circle are the people you protect your secrets from, folks who can’t know the (full) truth. Think Skyler and Hank from Breaking Bad or Grace from Peaky Blinders. Next are your Contacts, the ones who know what you’re capable of and can help, or hurt, you.
Finally, you’ll define your Resources and Ambition. Resources are intentionally abstract- you won’t track dollar amounts, just general wealth levels like “some money” or “lots of money.” Ambition, though, is personal. It’s your driving force, the thing you’re always working toward. Michael Corleone’s hunger for power. Frank Castle’s need for revenge. It’s the heartbeat of your story.
The goal is simple: at the end of character creation, you’ll have a flawed, layered figure who feels like they belong in the middle of a Crime Drama.