Jack7
First Post
Halivar all of my (party) characters have well developed backgrounds which occasionally they explore by back-story adventures. As you suggested.
However I agree with the points made by most everyone else.
The reasons I agree are these. Prologues are of little value (except in writing) in a genre devoted mostly to action and heroism. Only after the heroism is actually established by action does the prologue make for an interesting fleshing out of behavioral motivations.
Secondly there is no real danger. In present time games the player is not assured of survival (or definitely shouldn't be). Anything he may encounter in the present or near future may be lethal. But a prologue that merely explains behavior without inflicting any real sense of danger or potential for danger doesn't really establish heroism, as much as it does detail behavior (behavior you know cannot really endanger the character). Therefore it is best written, not acted out, because when role played it feels fake. As if the outcome and survival is already pre-determined. There are also other more technical reasons but they aren't important to detail.
However there are exceptions and I think your idea can work with certain caveats. This is how we do it, and it may work for you as well.
After your characters have developed for awhile then play a backstory adventure. However I agree very much with Umbran and how and why, this is an exercise best conducted with single players or very small sub-groups.
In the backstory adventures introduce things that allow the players to train future adventuring skills, and give them things to do which are semi-heroic and dangerous, but not lethal. (They are, barring some very strange twist of fate or magic or miracle gonna survive it anyways and they are already aware of this.) However the real trick is to make the things they do dangerous not only to the character involved (as in they can be hurt badly or lose something of real value - which they may later want to recover and this is a good future adventure or campaign hook) but to friends, lovers, and family caught up in the prologue adventures.
A family member may be slain, a friend kidnapped or disappears, a chronic disease is contracted, an heirloom is stolen, a reckless decision leads to manslaughter... the possibilities are nearly endless. And nearly every possibility may lead to a future adventure or campaign while at the same time adding depth to the character.
The prologue adventure cannot be lethal, but it can still be very dangerous (in a psychological, economic, cultural, professional, or even personal/reputation sense) and therefore worthwhile to pursue. But in my opinion, for the reasons listed above, you can't really engage in a good prologue background story until the character is developed, and you can't make it really interesting unless you can edgier something important to them other than their own life.
And the prologue should be dangerous (in that sense), should add to the character's nature, it should be truly interesting and geared to that character specifically, and it should give the character interesting things to do that may be similar to but not directly related to their eventual adventuring profession. (Unfulfilled Quests are always good prologue adventures and good future adventure ideas - a kid undertakes a Quest he is unprepared for and unable to complete due to inexperience or lack of support, tools, and training, and that can be played as a prologue, then later taken up by the whole party as "Unfinished Business." Thus you have both a good adventure hook, and an explanation for past or present behavior/motivations.) Other kinds of prologue adventures can also be useful, it well constructed. For instance some of my player characters Vad.
Vadding has been an extremely good source of both prologue and especially of single-mission adventures for my PCs and is very dangerous in its own right. Plus it gives them a chance to practice survival and stealth skills, things they will later benefit from knowing as adventurers.
Anyway that is my take on the matter.
Good luck with it, and if you vary your approach a little it might work out well for both you and your players.
However I agree with the points made by most everyone else.
The reasons I agree are these. Prologues are of little value (except in writing) in a genre devoted mostly to action and heroism. Only after the heroism is actually established by action does the prologue make for an interesting fleshing out of behavioral motivations.
Secondly there is no real danger. In present time games the player is not assured of survival (or definitely shouldn't be). Anything he may encounter in the present or near future may be lethal. But a prologue that merely explains behavior without inflicting any real sense of danger or potential for danger doesn't really establish heroism, as much as it does detail behavior (behavior you know cannot really endanger the character). Therefore it is best written, not acted out, because when role played it feels fake. As if the outcome and survival is already pre-determined. There are also other more technical reasons but they aren't important to detail.
However there are exceptions and I think your idea can work with certain caveats. This is how we do it, and it may work for you as well.
After your characters have developed for awhile then play a backstory adventure. However I agree very much with Umbran and how and why, this is an exercise best conducted with single players or very small sub-groups.
In the backstory adventures introduce things that allow the players to train future adventuring skills, and give them things to do which are semi-heroic and dangerous, but not lethal. (They are, barring some very strange twist of fate or magic or miracle gonna survive it anyways and they are already aware of this.) However the real trick is to make the things they do dangerous not only to the character involved (as in they can be hurt badly or lose something of real value - which they may later want to recover and this is a good future adventure or campaign hook) but to friends, lovers, and family caught up in the prologue adventures.
A family member may be slain, a friend kidnapped or disappears, a chronic disease is contracted, an heirloom is stolen, a reckless decision leads to manslaughter... the possibilities are nearly endless. And nearly every possibility may lead to a future adventure or campaign while at the same time adding depth to the character.
The prologue adventure cannot be lethal, but it can still be very dangerous (in a psychological, economic, cultural, professional, or even personal/reputation sense) and therefore worthwhile to pursue. But in my opinion, for the reasons listed above, you can't really engage in a good prologue background story until the character is developed, and you can't make it really interesting unless you can edgier something important to them other than their own life.
And the prologue should be dangerous (in that sense), should add to the character's nature, it should be truly interesting and geared to that character specifically, and it should give the character interesting things to do that may be similar to but not directly related to their eventual adventuring profession. (Unfulfilled Quests are always good prologue adventures and good future adventure ideas - a kid undertakes a Quest he is unprepared for and unable to complete due to inexperience or lack of support, tools, and training, and that can be played as a prologue, then later taken up by the whole party as "Unfinished Business." Thus you have both a good adventure hook, and an explanation for past or present behavior/motivations.) Other kinds of prologue adventures can also be useful, it well constructed. For instance some of my player characters Vad.
Vadding has been an extremely good source of both prologue and especially of single-mission adventures for my PCs and is very dangerous in its own right. Plus it gives them a chance to practice survival and stealth skills, things they will later benefit from knowing as adventurers.
Anyway that is my take on the matter.
Good luck with it, and if you vary your approach a little it might work out well for both you and your players.