“Listen, listen, you’re thinking too hard here,” said my gamemaster. “All you gotta do—listen—just make a character.”
At the time, it didn’t feel like I was thinking too hard. This was nothing like writing. For years my characters lived in the safety and sanctity of my composition notebooks, where they went on adventures influenced by whatever video game I’d last finished. I loved them dearly in spite of how embarrassed I was whenever they came up.
And none of them would work for this game.