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General Tabletop Discussion
*TTRPGs General
How much back story do you allow/expect at the start of the game?
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<blockquote data-quote="Lylandra" data-source="post: 7277996" data-attributes="member: 6816692"><p>So I guess it depends on DM and play style. </p><p></p><p>For example, our group discusses their character ideas and whether they fit into the whole campaign or not with the DM before the campaign starts. Playing a pirate in an underdark campaign wouldn't make too much sense. </p><p></p><p>So generally the DM provides the setting, the campaign ideas and the possible starting points and the players expand on that. Sometimes a player wants to play a certain character and asks the DM whether the campaign could be tweaked a bit to incorporate the char, but that doesn't happen too often. </p><p></p><p>The players then pick a location and maybee some NPC and form their backstory with the help of the material the DM gave them. Which means adding more NPC, maybe integrating certain events into the campaign etc. This way the DM can use the already integrated backstory and expand on it. Tie the characters together. And to me, this more collaborative "session 0" planning makes the campaign much more immersive than "oh here's my cool world, play whatever you want (bus don't expect me to mind), go along with this awesome story". </p><p></p><p>Campaigns where the DM has his story and the players can bring the characters that don't have to be rooted in anything can work just fine. But in my experience, this often leads to player characters being irrelevant, replacable variables where only (the DM's) story and not its actors become the focal point. </p><p></p><p>And I can totally understand that "DM's favourite" fear. I have experienced that as well and it hurts even more when you're as interactive, interested and invested as the favourite, but don't get all the spotlight. But there are players who simply don't mind. Players who take all thir fun out of combat situations. Or who really love to solve puzzles. But this doesn't mean you should cut all story ties to your story investors so that the other crowd isn't hurt. </p><p>I've once had a player whom I really tried to get and spill more hooks for me. I told him I wanted to do more with his char, but I needed info for that as the campaign was only starting. And I also told him that I had some twists planned for the other characters and wanted to do the same for him. But he just didn't mind. He only wanted to play the story and his character's quirks. So this was okay for all of us. It wouldn't have been benificial for the remaining players or me to cut down my backstory hooks just because this one player didn't want it for his char.</p><p></p><p>Edit: And to me, "our approach" is maybe more vital when you're using APs or modules. Because you can always change your homebrew campaign to your players, but scripted modules are harder to adapt.</p></blockquote><p></p>
[QUOTE="Lylandra, post: 7277996, member: 6816692"] So I guess it depends on DM and play style. For example, our group discusses their character ideas and whether they fit into the whole campaign or not with the DM before the campaign starts. Playing a pirate in an underdark campaign wouldn't make too much sense. So generally the DM provides the setting, the campaign ideas and the possible starting points and the players expand on that. Sometimes a player wants to play a certain character and asks the DM whether the campaign could be tweaked a bit to incorporate the char, but that doesn't happen too often. The players then pick a location and maybee some NPC and form their backstory with the help of the material the DM gave them. Which means adding more NPC, maybe integrating certain events into the campaign etc. This way the DM can use the already integrated backstory and expand on it. Tie the characters together. And to me, this more collaborative "session 0" planning makes the campaign much more immersive than "oh here's my cool world, play whatever you want (bus don't expect me to mind), go along with this awesome story". Campaigns where the DM has his story and the players can bring the characters that don't have to be rooted in anything can work just fine. But in my experience, this often leads to player characters being irrelevant, replacable variables where only (the DM's) story and not its actors become the focal point. And I can totally understand that "DM's favourite" fear. I have experienced that as well and it hurts even more when you're as interactive, interested and invested as the favourite, but don't get all the spotlight. But there are players who simply don't mind. Players who take all thir fun out of combat situations. Or who really love to solve puzzles. But this doesn't mean you should cut all story ties to your story investors so that the other crowd isn't hurt. I've once had a player whom I really tried to get and spill more hooks for me. I told him I wanted to do more with his char, but I needed info for that as the campaign was only starting. And I also told him that I had some twists planned for the other characters and wanted to do the same for him. But he just didn't mind. He only wanted to play the story and his character's quirks. So this was okay for all of us. It wouldn't have been benificial for the remaining players or me to cut down my backstory hooks just because this one player didn't want it for his char. Edit: And to me, "our approach" is maybe more vital when you're using APs or modules. Because you can always change your homebrew campaign to your players, but scripted modules are harder to adapt. [/QUOTE]
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How much back story do you allow/expect at the start of the game?
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