Sorrowdusk
First Post
Now this is a different approach. But I will agree that background is definitely a too-for me, backgrounds and histories (but for me, also regular In Character Journals-some about current events, some the past, and sometimes just 'thoughts' or 'ideas') help me build WHO the character is, it tells me why they make the decisions they do, more than 'thats just the way they are' or 'because'. Even if the DM didnt look at it at all, I'd do it for myself, but I would greatly appreciate it if some of it was taken into consideration, the same way we (PCs) regularly bother to let current events change us, take them into consideration rather than always remaining static.
I will say though that events along the way of play definitely affect them, and pose more problems and challenges than what's in the past. AT THE SAME time, characters should have some distant goals or open ended ones. If a big part of your background is 'revenge' against this one guy...will you actually get it? IF you do, of COURSE its at 'the end of the story'. If you complete it halfway, does your character have motivations beyond that? Likewise with lost little sisters, etc, etc. If these are your primary motivations, what do you do when they are resolved? Your character will need a new goal.
There must always be CONFLICT. It's the tension between the way things are in your life, and what you want them to be.
And see thats the thing, if the DM is just going to run what he wants and ONLY MAYBE include elements taken from a characters backstory, history, family members, personal fears, etc Then YES-you might be 'wasting your time'. Of course SOME people just like crafting these kinds of things, so it might be fun to do anyway.
Personally, I like things the other way around. Have your PCs build the charaters they want and determine their backgrounds BEFORE you even think about the campaign of what kind of stories you're going to tell. Take their thoughts in as much as theirs. A character focused on revenge? Work that character into the plot. Player has an idea for an organization? Make use of it. But you need to plan.
As with all things, YMMV
I will say though that events along the way of play definitely affect them, and pose more problems and challenges than what's in the past. AT THE SAME time, characters should have some distant goals or open ended ones. If a big part of your background is 'revenge' against this one guy...will you actually get it? IF you do, of COURSE its at 'the end of the story'. If you complete it halfway, does your character have motivations beyond that? Likewise with lost little sisters, etc, etc. If these are your primary motivations, what do you do when they are resolved? Your character will need a new goal.
There must always be CONFLICT. It's the tension between the way things are in your life, and what you want them to be.
I have very little use for backstory or background.
As a player, my character backgrounds are very sketchy: "Arnaud is a decent swordsman who believes he could someday be a fencing master."
Sometimes the motivations may be a little more involved - for a D&D game many years ago I ran a halfling thief who wanted to start an exotic spell components supply business, frex.
My character is not searching for the sister he never knew. He is not looking to avenge himself on the orcs who killed his family. He's not the bastard son of some mucky-muck. He's just this guy, and the most interesting things in his life are ahead of him - that's his motivation for becoming an adventurer right there.
As a referee I pay very little attention to backstory. A character's relevant backstory begins on the second night of actual play with a recounting of the first night's events.
A player in my games should write as much or as little backstory as she wishes as a personal tool for running her character, but she should not expect me to draw from it during the game. I don't have plots, so 'plot hooks' are wasted on me, and I prefer that players don't write conflicts into their characters which project forward into the game - your character is going to make friends and enemies in short order, so instead of creating a revenge plot whole-cloth, take revenge on someone or something your character met in actual play. "I want to avenge my parents' death!" is nowhere near as interesting to me as, "I want to avenge [fill-in-player-character's-name-here] death!"
In my experience, players have far more stake in the experiences they share at the table than they do in stuff created as part of a character's backstory. Adventurers have skin in the game as a result of actual play unfolding, so I encourage the players to take their motivations from that experience.
I don't like making a detailed history. I would much rather riff on whatever the DM puts in front of me. What usually complicates backstory development (for me) is that I don't know enough about the campaign world.
I will say, 10 years ago I would have been more interested. But I don't have the time to spend writing a detailed backstory which only might be used.
And see thats the thing, if the DM is just going to run what he wants and ONLY MAYBE include elements taken from a characters backstory, history, family members, personal fears, etc Then YES-you might be 'wasting your time'. Of course SOME people just like crafting these kinds of things, so it might be fun to do anyway.
Personally, I like things the other way around. Have your PCs build the charaters they want and determine their backgrounds BEFORE you even think about the campaign of what kind of stories you're going to tell. Take their thoughts in as much as theirs. A character focused on revenge? Work that character into the plot. Player has an idea for an organization? Make use of it. But you need to plan.
As with all things, YMMV
Many players and GMs like extensive backstories full of nice detail. I must say I don't. I like a characters story to be evolving during the campaign, and to develop both backwards and forwards - as the game progresses more and more of the characters' histories are revealed. Much like in a novel, the characters are introduced sketchily and outlined as the story goes on.
This avoids background plots that never happen. A character focused on revenge against a named character that never appears in the story or a character with obligations to an organization that has no role in the plot. Instead, as new plot elements appear in the story, the player can include them in his backstory. So the famous assassin actually killed the orphan character's mother or the rich character that is suddenly haunted by ties to the mob that appeared as a part of the story.
Comments?
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