That seems like it’s not truly messing with the player’s backstory. It is leveraging it.
This isn't on the main thrust of the "relevant" conversation, so I'll chime in. The player had used the reasoning that his father leaving him set him up for a hard childhood, in which he resorted to shady activities, much as his father had, to help provide for his mother and younger brother, but ultimately left, just like his dad did, leaving his brother behind (his mother had married to a semi-wealthy ship merchant when he left).
Without permission, I "clarified" this late into the campaign (we started at level 2, and it was level 12 when I changed things). He found out from his mother the she sent his father away (and when he had finally met his father for the first time a few levels before, his father had not told him). By this point, the PC has transitioned from Rogue into Sorcerer (the story allowed a class change as magic crept back into the world), and he had shifted from Lawful Neutral to Lawful Good. I thought it was appropriate to make his father and mother's background's a little hazier. He quite enjoyed that, as a player. As did the other players.
However, it definitely is changing PC backstory, in my mind, even if it's just twisting the details. And I know that's not something all players would enjoy.
The PC knew Dad wasn’t there when he was growing up, and he knew what his character had been told in that regard. He did not know, nor could he know, the veracity of the stories he was told. Just like SPOILER FOR ANYONE NOT REMOTELY FAMILIAR WITH STAR WARS AHEAD: Luke Skywalker was told his father was a Jedi, then later told his father was killed by Darth Vader, only to later learn that his father BECAME Darth Vader. So was that leveraging the player’s backstory, or making an “absolutely not kosher” change?
If the backstory simply said he grew up with no father, as he abandoned them when he was very young”, I’d say the player left Dad’s story an open canvas. But I can see several possibilities the player is saying:
- I do not want Dad to figure in the game at all;
- I want my search for Dad to be a central character theme;
- Dad was a bad guy and abandoned us;
- Dad was a good guy caught in bad circumstances;
- Dad was a hero and forced to abandon us;
- Dad was/was not powerful and influential
- I want the GM to define Dad in a manner which will fit with, and add to, the game
I don’t know which permutations or combinations the player has in mind. In my games, I think many, if not all, of the above would be fair game. The character’s assumptions were wrong. That happens, in both fiction and reality. The question is how good a game it ultimately makes.
I agree, for the most part, with the caveat that I know it's not for all groups. I'm totally okay with GMs using my backstory, building on it, changing details that I got wrong in-character, etc., to enhance the game experience. I trust them to do this, and it certainly worked in Star Wars to great effect. No problem with it, personally, since it can be good for story and "more realistic" (in that it can enhance my immersion and investment in the campaign), but I definitely understand that it's not for everyone. As always, play what you like
Well, fair enough. I would never, ever pull a Darth Vader moment on a player without clearing it with him or her first. There's just no way. Heck, I'd walk away from a table where the DM did that to another player.
And, this is why I see players who come from tables like this who's character backstories are iron clad with no ambiguity. Their families are all reliably dead, the character is a drifter with no connections to anyone or anything and the PC comes to the table largely a cypher. It's because DM's cannot keep their hands off of their player's characters. So, players respond by making sure that their characters have absolutely nothing the DM can leverage.
I've seen this way, way too many times to think that it's a fluke. Player after player that comes to my table acts this way. And, after a brief conversation, the reason is almost always the same - to keep the DM from screwing around with the player's character without the player's explicit permission.
I have very few absolutes at my table. Very, very few. But, this one is iron clad. I will not, under any circumstance, make any changes to a player's character in any way, shape or form, without clearing with that player first.
Honestly, if I player ever told me, "here's what I want for backstory, here's what I want my PC to know about, and please don't mess with it," I'd say "as long as it fits the campaign setting, then no problem. Let's work out the details. You know what's okay for the most part, and anything else you want I'll help you incorporate it in." If they expressed, after I changed it, that they didn't like it, as a player, then I'd lean towards withdrawing it.
But, like pemerton said, my group of players are living, breathing people, and I can use many cues to judge their wants from the game. I've left more PC backstories the same than I've modified, and I'm careful when I do change it. Of course, my players are all friends that I've known for over half of my life, so we're relatively on the same page with RPGs for the most part (since we mostly all started playing together). So, I'm sure that helps.
But, overall, I'd definitely respect a player if they left their backstory ambiguous and asked me not to expand on it. As long as it fits the campaign setting, no problem. Just as long as you set yourself up in a way that people would've successfully looked into it, I'm totally okay with that. I don't change backstory on the rare occasion to flex some form of GM muscle, but to enhance the game. And, if I feel like it won't enhance the game, then I won't do it. And, to that end, I've never had a player be anything other than happy with what they've discovered in-game that contradicts their backstory (though more often than not it builds on it, not contradicts it).
Again, though, I totally get that this isn't for everyone. So, I have no problem accepting that it'd be very upsetting to you. It's purely a play style thing. As always, play what you like
But for a group looking for "narrativism," in the sense of really exploring a moral "premise," then as a player you almost HAVE to cede some control of your character fiction to the GM. In so saying, I'm not advocating that this should be heavy-handed, punitive control. But the GM naturally has a better idea of the entirety of "the fiction" than the player, and may understand interesting ways to juxtapose the character's assumed fiction into the world's fiction that the player simply has no conception of. I think FATE's concept of "tagging" is very much a back-and-forth of this nature--who has control of what elements of the fiction at any given moment? It actively moves between player and GM.
The emphasized bit is why I don't mind changing backstory, on the rare occasion, as the GM. I do, however, often build on it without permission.
You asked, "does the mere act of inserting elements into the fiction regarding a character's backstory, necessarily alter that backstory?" I think this is a very good question. My default answer to this was "no", but, upon actively thinking on it (when I read it), I think it might be a "yes." Which is interesting.
For "simulationist" play, it can go either way---If the player and GM agree on basic character backstory, then "natural consequences" are bound to arise in play, based on character actions / reactions, and NPC actions / reactions, and I think most players are okay, and regularly enjoy it when it happens.
Yeah, take that PC whose father I mentioned. In his backstory, he left his younger brother behind, without warning, to fend for himself. He ended up becoming a constant antagonist in the game for a long time, as he was extremely resentful that his brother had left him, just like their father had. And, on top of that, he resented being overshadowed by the PC. This was all due to the PCs backstory, and I felt no hesitation to use it as a "natural consequence" of his backstory. The brother NPC did change over time, and worked with his brother, but he kept his distance. He eventually died, and had a note for after he died (his death had been foretold) saying that he forgave his brother, and asking not to be brought back (the PCs were around 14th level, and one PC was a cleric of Pelor).
In this, I had no inkling of "changing backstory", but merely building on it. Which, I suppose, many players would dislike. Which is very much not my style; my RPG has optional mechanics to help flesh out your backstory, and has mechanical consequences if you do so. These mechanical consequences mainly result in mechanical Relationships (friends, enemies, former teachers, lovers, etc.), which I will then flesh out with the player, and often work into the game after play begins.
That said, you run into the danger of a GM saying, "No, that backstory's not possible because it doesn't fit the 'authenticity' of the fiction." But if that's what the player's interested in exploring, the GM should find ways to work with the player to make that possible.
Yes, this is how it works with me. If the player said "my PC is the son of the Moon Goddess, and, when he was born, the second moon faded away and disappeared," I'd say "no, he's not; it doesn't fit the setting." ("Outrageous" example used on purpose.)
Bottom line: it's about GM trust.
I agree with this. As always, play what you like
