TerraDave
5ever, or until 2024
As the put upon DM who has experienced assorted back-storiage.
The Ideal:
A concise (1 para) that explains how the charecter became what he is and why he is adventuring. This gives some interesting specifics and maybe some ideas for the DM, but is open enough that it accomadates/facilitates a range of future actions and is easy to intergrate. "Cliche" is perfectly acceptable and may be prefered to the alternatives.
The OK:
A variable length bit of fiction that touches on the charecter (as presented in game mechanics) and points to some avenues for adventure, but has some "original" stuff which may inspire the DM but which will mostly be ignored. Hand is waved/DM guides/DM badgers to integrate into world/adventure/group.
The Ugh:
Long, perhaps quite creative, piece of fiction that doesn't really have anything to do with the charecter as presented in game terms, gives several reasons for not adventuring, and creates a "pocket universe" that could be fine if it stays in the far background, but its brilliance is such that the player expects various bits of it to feed right into the game.
To be fair, if a player really likes this sort of thing, he or she should probably do it. And part of the DMs job is to work with that player to move to something more relevant and usefull. It can be done.
If the process leaves you annoyed, you can use those creative sparks to set fire to the charecter in ways they would never expect.
The Ideal:
A concise (1 para) that explains how the charecter became what he is and why he is adventuring. This gives some interesting specifics and maybe some ideas for the DM, but is open enough that it accomadates/facilitates a range of future actions and is easy to intergrate. "Cliche" is perfectly acceptable and may be prefered to the alternatives.
The OK:
A variable length bit of fiction that touches on the charecter (as presented in game mechanics) and points to some avenues for adventure, but has some "original" stuff which may inspire the DM but which will mostly be ignored. Hand is waved/DM guides/DM badgers to integrate into world/adventure/group.
The Ugh:
Long, perhaps quite creative, piece of fiction that doesn't really have anything to do with the charecter as presented in game terms, gives several reasons for not adventuring, and creates a "pocket universe" that could be fine if it stays in the far background, but its brilliance is such that the player expects various bits of it to feed right into the game.
To be fair, if a player really likes this sort of thing, he or she should probably do it. And part of the DMs job is to work with that player to move to something more relevant and usefull. It can be done.
If the process leaves you annoyed, you can use those creative sparks to set fire to the charecter in ways they would never expect.