Glyfair
Explorer
Which is why Mike's tables are a reasonable idea.Vegepygmy said:I myself do it. When I'm playing with a DM whose skill and style are unknown to me, I'm a lot more likely to come up with a "friendless orphan" background for my PC than I am when I'm playing with a DM I know and trust not to abuse the information.
BTW, he has expanded on his idea in his latest blog entry
So, I've had several people ask for copies of the tables I mentioned in my last post. They are works in progress, to say the least. The version I used on Thursday worked like this:
1. Pick one of three general categories that fit your character's vocation. The three I had were physical (manual labor, soldiering, that kind of thing), fringe (crime, arcane study, things that exist on the edge of society), and social (talky jobs, like preaching, diplomacy, trade).
2. Each player rolled three times on the category's table, with a 50% chance of something bad happening. For instance, you might be kidnapped by slavers or involved in a major battle. Otherwise, you gained some benefit relating to your vocation.
3. When something weird happened, we'd figure out what it was as a group. I used an Everway fortune deck to help generate ideas.
The system worked fine, but I think 80% of the success came from making up stories behind the unfortunate incidents that befell each character. Some of the players also felt that it was lame that they could either get a weird event in their background or a benefit relating to a vocation. The either/or element was a little lame. Also, if you never had a Bad Thing happen to you, your background was sort of dull (I studied geometry for 5 years, now I'm a wizard!).
Here's how I think I might do it in a revision:
1. Pick a vocation, and then roll on a table to determine how your pursuit of that vocation went. So, the player just selects "blacksmith" or "diplomat" and that's done. The interesting thing is to see what sort of complications arose from that work. Did you develop a rival? Did emissaries from the dark lord keep trying to commission you (and only you) to build some weird gizmo?
2. Roll twice on the unfortunate events table, and construct a narrative that ties them together. The fortune deck really proved helpful here, as it pushed things in unexpected directions. It's also a great catalyst. If you can't find a fortune deck, try a Harrow deck from Paizo or a tarot deck.
3. Roll once on the starting events table to see what just happened to you. Again, do a drawing to flesh things out.
The key, IMO, lies in constructing tables that speak directly to the setting and the campaign's story arc. For instance, I used a table that listed the 20 key Greyhawk nations/territories that will could play a role in the Temple of Elemental Evil game, along with short descriptions of each. Not only did this table yield a starting point for each PC, but I also used it to spin characters off in random directions. For example, one PC was part of a mercenary unit in the Bandit Kingdoms that was destroyed in battle. We rolled on the table to see where he ended up next. We got Theocracy of the Pale, and his being an outsider in a xenophobic, hyper-religious culture directly influenced the rest of his story in an interesting way.
I also seeded the tables with stuff that made sense in Greyhawk. For instance, there were several results for raids, characters dragged into captivity, and so on, to reflect the ongoing war between evil (Iuz, the Great Kingdom) and good (Furyondy, Veluna, etc.) I didn't use the Scarlet Brotherhood or the nations near it because I don't have plans for them in ToEE, but if I had a game in that region I could modify the tables as appropriate.