A small group I'm a part of recently passed the GM buck to me, and I said I wanted to run Sorcerer, which I've been away from for a while but enjoyed immensely. The new setting is Victorian England, and I'm currently trying to guide the group through character creation, which I've had difficulties with before.
However, most of these players have little experience with Sorcerer itself, and have mostly played games that prefer character concepts wholly opposed to what Sorcerer encourages (Unknown Armies and games Powered by The Apocalypse, specifically). While the core book has an incredible holistic value in descriptions of ways that this could be resolved, I find it difficult to use any of it as examples without requiring explanation and cluttering the overall conversation.
Any advice or suggested formats that could draw character ideas away from colourful but ultimately uncharacterised archetypes of zany fanatics, blinkered stooges, or even characters that could do with being poked into deeper context, would be greatly appreciated.