Naming a Tabletop RPG Character: The Table Changes the Rules
Almost all naming advice assumes the name will be read. Tabletop names are spoken, which inverts several of the usual priorities. A name that looks magnificent on a character sheet and cannot survive being shouted across a table during a fight is a bad name, however good it looks. A name nobody can spell will be spelled six ways in the group chat. A name that sounds like another player's name will cause genuine confusion at a genuinely bad moment.
These are solvable problems, and solving them takes about five minutes at character creation instead of two years of low-grade friction.
The three constraints unique to the table
It will be said thousands of times, by people who did not choose it. Your GM will say your name more than you will. So will the other players. Every syllable you add is a syllable five other people pronounce for the life of the campaign. This is the single strongest argument for a two-syllable everyday form, whatever the full name is.
It has to survive being heard, not read. Over a table, through crosstalk, sometimes over voice chat with compression artefacts. Names that differ only in a vowel, or only in a soft consonant, will be misheard. This matters more than it does in prose, where the reader can always look back at the page.
It has to coexist with names chosen independently. In a novel one person names the whole cast and can balance them. At a table, four or five people choose in isolation and often arrive with two names starting with the same letter and the same rhythm. Nobody planned it; it happens constantly.
Build a long name and a short name
The technique that resolves most of this is to deliberately design two forms. The full name can be as ornate as you like, because it exists for introductions, documents, and dramatic moments. Alongside it, choose the short form the party will actually use, and choose it yourself rather than letting the table generate one by accident.
If you do not pick a short form, one will be assigned, and it will usually be the first syllable, whether or not that syllable is any good. A character named Thessaly Androven will become "Thess" by session three regardless of your feelings. Deciding in advance that she goes by "Andro" instead is a choice you can only make early.
The gap between the two forms is also free characterisation. Who is permitted the short form? A character who corrects people who use it is instantly legible. So is one who flinches at the full version.
Match the name to the setting's naming logic, not to the species
A common habit is to pick a name from a species-labelled list and stop there. It is worth going one step further, because in most settings a species is not a culture. Two members of the same ancestry raised in different places should not necessarily sound alike, and one raised among another people plausibly carries that people's names instead. That mismatch is often the most interesting thing on the character sheet, and it costs nothing to establish.
For the standard fantasy registers, the useful move is to choose the cultural tradition first and then generate inside it. A character from a northern warrior culture is well served by a Norse name generator; one raised in a great trade city by a city name generator's surrounding toponyms; a knightly order by a kingdom name generator and a sword name generator for the blade that comes with the oath. Draconic ancestry has its own sound, and a dragon name generator supplies the harder phonology that goes with it.
The party check nobody runs
Before session one, put the party's names in one list and check three things. Do any two share a first letter? Do any two share a syllable count and stress pattern? Do any two rhyme or near-rhyme?
Any collision is worth fixing now, and fixing it is trivial before play and socially awkward after. This one check prevents the most common tabletop naming failure, which is not a bad name but two adequate names that nobody can keep apart under pressure. It is the same discipline as auditing a novel's cast, with the added constraint that the audience is also the cast.
Notes for game masters
A GM has the opposite problem: not one name chosen carefully, but forty names needed instantly, half of them for people the players will never mention again.
Two habits make this manageable. First, keep a pre-generated list of twenty names per culture, sorted into "important" and "disposable", and pull from the disposable end without thinking. The failure state of improvised naming is the tavern keeper called Bob, which permanently punctures a setting you spent months building. Having any list at all prevents it. Tavern keepers in particular repay a little preparation, since players talk to them constantly, and a tavern name generator gives you both the establishment and, by implication, the kind of person who runs it.
Second, the moment a disposable NPC becomes important, upgrade the name. Players will not remember that the smuggler was originally a throwaway. If the name is thin and the character has become central, rename them between sessions, and let the old name be an alias. Nobody has ever objected.
The read-aloud test, one last time
Before you commit, say the name in three registers: introducing yourself politely, shouting it as a warning, and muttering it in irritation. All three will happen. A name that only works in the first is a name you have chosen for a character sheet rather than for a game, and the sheet is the one place the name barely matters.