Hussar
Legend
This is an idea I yoinked from Fear the Boot's podcast (I don't remember which one, so don't ask, it was a while ago.)
The way it works is this: Before everyone comes to your game, grab a bunch (about 10/player) of cards from any CCG. Preferably pick cards that somewhat fit with the theme of your campaign. Magic cards, Yu-Gi-Oh, whatever. Doesn't really matter.
Lay the cards out, face up, in a grid so everyone can see the cards. Choose a rotation for who gets to go first, second etc and keep that rotation throughout. Highest roll goes first and then to the left would likely work best.
You are going to go around the table for seven rounds, so, this is going to take a bit of time. Probably about an hour or so.
In the first two rounds, each player picks a card for himself. In the third round, players pick cards for the person to the left, and then to the right in the fourth round. In the fifth round, players pick their own cards again.
Each card in your hand represents something about your history. Now, you don't need to use the whole card. In fact, it would likely be best if you didn't. All each player has to do is include some element of the card in his background - could be something from the art, the flavor text, the artists name, whatever. If it appears on the card, it is fair game.
Once that is done, you go to the sixth and seventh rounds. In the sixth round, each player must trade one card with another player. Those two cards must now be incorporated into both player's backstories. Those cards represent the ties that bind the two players together. How do they know each other? Do they have some sort of shared experience? Anything. Repeat again in the seventh round, although each player must trade with a different player than in round six.
There, now you have seven elements to tie into your character's background, two of which are shared by another player at the table.
What do you think?
The way it works is this: Before everyone comes to your game, grab a bunch (about 10/player) of cards from any CCG. Preferably pick cards that somewhat fit with the theme of your campaign. Magic cards, Yu-Gi-Oh, whatever. Doesn't really matter.
Lay the cards out, face up, in a grid so everyone can see the cards. Choose a rotation for who gets to go first, second etc and keep that rotation throughout. Highest roll goes first and then to the left would likely work best.
You are going to go around the table for seven rounds, so, this is going to take a bit of time. Probably about an hour or so.
In the first two rounds, each player picks a card for himself. In the third round, players pick cards for the person to the left, and then to the right in the fourth round. In the fifth round, players pick their own cards again.
Each card in your hand represents something about your history. Now, you don't need to use the whole card. In fact, it would likely be best if you didn't. All each player has to do is include some element of the card in his background - could be something from the art, the flavor text, the artists name, whatever. If it appears on the card, it is fair game.
Once that is done, you go to the sixth and seventh rounds. In the sixth round, each player must trade one card with another player. Those two cards must now be incorporated into both player's backstories. Those cards represent the ties that bind the two players together. How do they know each other? Do they have some sort of shared experience? Anything. Repeat again in the seventh round, although each player must trade with a different player than in round six.
There, now you have seven elements to tie into your character's background, two of which are shared by another player at the table.
What do you think?