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Backstory - How Not To
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<blockquote data-quote="LostSoul" data-source="post: 5410044" data-attributes="member: 386"><p>I changed the skill list for my 4E hack so that most skills define the character. One PC has Savage Raised: Raised by Wolves; another has Savage Raised: Raised by a Verbeeg. Another has Born on the Streets of Stormwatch: Survived by working as a thug and Trained Warrior: Underworld enforcer. </p><p></p><p>Most of the skills require you to describe specifics about the skill, such as who and what raised you and what the relationship is; how you survived in the gutters of the last human city; and who trained you and what your relationship is with them.</p><p></p><p>While playtesting, character creation has (almost) always led to interesting and unique characters. ("Almost always" because some of the PCs focus on racial traits, which focuses on the PC's "dwarfiness" or "dragonbornity", but that's obviously not a unique thing.) It's interesting to watch players have only a vague idea, like "I want to play a Fighter" and, through picking skills, come up with a backstory and personality.</p><p></p><p>The backstory, personality, and specific details of how the character acts constantly comes up in play, since any action you take that's obviously related or associated with the skill is going to give you a bonus. That's what sells this sub-system for me; the backstory is always relevant to what's happening now, during the game, even if we're not specifically dealing with it.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5410044, member: 386"] I changed the skill list for my 4E hack so that most skills define the character. One PC has Savage Raised: Raised by Wolves; another has Savage Raised: Raised by a Verbeeg. Another has Born on the Streets of Stormwatch: Survived by working as a thug and Trained Warrior: Underworld enforcer. Most of the skills require you to describe specifics about the skill, such as who and what raised you and what the relationship is; how you survived in the gutters of the last human city; and who trained you and what your relationship is with them. While playtesting, character creation has (almost) always led to interesting and unique characters. ("Almost always" because some of the PCs focus on racial traits, which focuses on the PC's "dwarfiness" or "dragonbornity", but that's obviously not a unique thing.) It's interesting to watch players have only a vague idea, like "I want to play a Fighter" and, through picking skills, come up with a backstory and personality. The backstory, personality, and specific details of how the character acts constantly comes up in play, since any action you take that's obviously related or associated with the skill is going to give you a bonus. That's what sells this sub-system for me; the backstory is always relevant to what's happening now, during the game, even if we're not specifically dealing with it. [/QUOTE]
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