• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

character historys

gizmo33

First Post
A potential problem with character histories is that if they're written with a strong mandate to do something, and someone else has a different history with a different mandate, then either one character forgets his character history (cheezy) or the party splits.

I guess it depends on the style of the campaign - most of the time I prefer somewhat sketchy histories - along the lines of what Digital Archon is saying - pay more attention to current story than back story. Then again, if someone really had a history they wanted to run then I'd probably make sure that the other character's are on board with it.

With regards to the OP, I think the caveman said it best: "uhhh, what?" If your PCs are killing each other, then your job as a DM is already done - you probably should just bring a book to read while they fight.
 

log in or register to remove this ad

Bloosquig

First Post
I like writing up brief histories for my character just to give the DM something to chew on now or later. I usually try to leave plenty of dark spots and holes that can be looked at different ways so that other players can hook different spots together or the DM can be creative while still making it the history I wrote.

I know a lot of player's who have major problems writing up anything for their character and by leaving different areas of your own history a little murky it can help give them a little more flavor then, "I'm a lone wolf out looking for stuff to make me more powerful."
 

Harmon

First Post
History is important to my characters and those that are in my campaigns. I love a good history, but most of the Players in our group have no desire to write them out, most just talk about them and call it "good enough."

Our GM doesn't seem to like many of my character's history, to detailed I guess, seems that most of it is ignored, or it could just be my poor writing skills <shrug>.

As far as having a group kill a character for having a bad back ground- never happened, our group is a little more.... understanding then that. We try to help the Player understand the poor back ground and work with them on it. If I were to GM for a group that did kill a character because he had a bad background, it would more then likely turn into a TPK as something equally poor shows up and slaughters them.
 

William drake

First Post
Superj3nius said:
what do DMs do for players with or with out historys? for PC to PC relations it makes it easier with historys. What about Epic Historys? like being a prince and not knowing or something along those lines? as a player i wanted to do one of those "Once a great (class) then a battle left him powerless and know hes the eqivelent of a 1st lv (class) trying to regain his power and avenge his pain."
as a player how far do you go for a sweet history, cuz thats what really helps build a awesome team.

and when a player dies and he makes a new PC that has a history that is sooo gey the other PCs kill him, what should a DM do?

thanks
Super J3nius


History is great, you just have to make sure that you can play it. Now, history is also not just there to give the player benifits...its plot, and depth and things to draw upon. Not just: Im a prince so I have..or I know, or I've been...
Player history doesn't have to be intertwined with the other players at the start of the game, though they must have a reason to meet or group together. Simply putting them in the same room shouldn't be, but it happens.
If the party doesn't like a player based upon his history, if its a good reason, then the Dm should talk to the player about fixing it. If on the other hand they are just being jerks...well then the Dm has to deal with that too.

Game On
 

Thornir Alekeg

Albatross!
As a DM I like getting character histories that don't box me in. Length can vary quite a bit. I've received good histories that are only 2-3 paragraphs long, others that are 2 pages.

A summary of a good history to me: (Sorceress PC) Discovered her ability to do magic. Her noble family was horrified that one of their children manifested this disgusting ability and tried to prevent her from using it. PC ran away from home making her way so far by doing small jobs as a seamstress or maid, whatever she could find while also trying to figure out what to do with her life. The lure of magic has been irresistable to her, but her parents attitude towards it makes her scared to tell others about her ability.​
This gives me some opportunities to bring the PCs history into the game. In the game I ran with this, the family hired a couple of people to find her and bring her home. Sometimes she would arrive in a town to find drawings of her circulating with a reward posted. One time the rest of the party ran interference with the two men while she slipped away.

Not so good history to me: PC's family was killed by [insert monster type here]. In the attack the family heirloom magical greatsword was taken by the raiders. PC has a strong hatred for these creatures and wants to do nothing more than recover his family sword and eradicate the creatures from the land.​
When I've played with players with this kind of history, I've found too often they try to control the direction of any adventure based upon their character's needs, not caring about what others might be interested in doing. It can be good roleplaying, but lousy gaming.
DM to party: You are approached by a merchant to escort his caravan
Player: Will we encounter [creature x]?
DM: It is not likely, they don't usually raid this far south
Player: Forget it, I'm heading north to kill me some [x], who is coming with me?​
 

Doug McCrae

Legend
Digital Archon said:
If a character history is longer than about 100 words i don't bother reading it, because it's likely to be a bunch of badly written wank anyway.
I agree with this. Character histories are almost always badly written wank, an excuse for kewl powers the other PCs don't have, or both.
 

Wik

First Post
Yeah. Our general histories come up at the first session, and I do most of the work.

ME: Alright. Steve. You're playing a...
STEVE: Fighter. Human fighter.
ME: Okay. So, what's he been up to?
STEVE: Well, he uses a longsword and a shield. And he fought somewhere...
ME: Border raids against hobgoblins sound alright?
STEVE: Sure, I guess.
ME: So, your character was in one of the Free legions, fighting at the edge of The Tog Territories against goblin uprisings. Where's he from?
STEVE: Uh... a city...?
ME: Seaside, forest, desert?
STEVE: Um. Seaside sounds good, I guess.
ME: Great. He's probably from the city of...

and you get the point. I take down a few notes, the player takes down a few notes, and everyone's happy. As we progress, other players add in their own connections, so that we can have a party that is roughly able to work together.
 

Whizbang Dustyboots

Gnometown Hero
Digital Archon said:
If a character history is longer than about 100 words i don't bother reading it, because it's likely to be a bunch of badly written wank anyway.
:confused:

A sheet full of plot hooks handed to a DM, which are almost guaranteed to be of interest to the players, isn't wank, it's an invaluable tool.

If you're getting useless wank, crumple it up, throw it back, and ask them to tell you about their character's family, place of origin and what makes them think risking their lives is a better way of life than being a cobbler.

If that is what they're giving you, consider that they're telling you what they're interested in, instead of merely being a passive receptor of The Story.

What's important in my games is what you're doing now.
Without context, the characters might as well be interchangeable chess pieces.
 

mhacdebhandia

Explorer
The only character history I'm interested in getting from my players at the beginning of a game is something which can be summarised in a few sentences.

For instance, from my Eberron Savage Tide group:

A is playing Diegur, a human fighter who was born into House Orien but didn't possess his father's sorcerous talents or the dragonmark of the house. When his younger brother Lutagnan did manifest both, and their parents began to neglect their eldest son in his favour, Diegur decided to leave home before he began to resent his family too much. He subsequently became a mercenary, and his last job left him looking for work in Sasserine.

G is playing Lutagnan, Diegur's favoured younger brother, a human sorcerer with the Least Mark of Passage. Because their parents spoiled him, Lutagnan never really learned a sense of responsibility; when Diegur left home to adventure as a mercenary, Lutagnan thought that sounded like an interesting life too. He discovered his brother was heading to Sasserine and followed him there, oblivious to his brother's reasons for leaving and their parents' distress at his abandoning his responsibility to the family.

N is playing Silk, a warforged rogue. Silk was discovered, damaged and severely amnesiac, by the parents of Diegur and Lutagnan when the brothers were young, and was taken in and trained as their bodyguard and manservant. He's been sent along with Lutagnan by the brothers' parents to keep him safe until he tires of adventuring and comes home to his responsibilities.

E is playing Alth, a gnome druid. His parents' ship was scuttled by slavers when he was very young, and he grew up as a slave to one of the noble families of Sasserine. An instinctive kinship with the earth and the vermin which burrow within it led him to the druid's path. After he was eventually freed with the connivance of his cruel master's more compassionate children, he's begun seeking a way out of Sasserine.

L (my wife) is playing Mike, a changeling artificer masquerading as an unmarked member of House Cannith. She was raised in Cyre and trained by House Cannith, and since the Day of Mourning she's decided it's easier to pretend she belongs to the house - it's hard to prove "Michaela Cannith" never existed. She's in Sasserine precisely because the dragonmarked houses have very little presence there, however.

M is playing "the Marcher", a ritually-nameless apprentice shaman from a tribe of the Shadow Marches. He's been sent into the world on the trail of certain visions and prophecies both he and his mentor experienced, and receives flashes of insight into the nature or destiny of those people he meets who will be important to his own future - which is the reason he ended up travelling to Sasserine on the same ship as Lutagnan and Silk.

There was genuinely not much more to these characters' backstories than what I've written here, though I've worked with each player to develop their ties to the setting since then - clarifying their attitudes towards certain elements of the world, that sort of thing.
 

Ed_Laprade

Adventurer
Mostly I find that writing a history with the involvement of the other players works better than not. (If I write one by myself, odds are that I'll have forgotten it by the time anything from it shows up!) The other method I use to make a character history is to start with a clean slate and see what happens. After a few adventures I've usually made some connection between them and what the character had been doing/living before meeting the party. Hey, works for me. :heh:
 

Voidrunner's Codex

Remove ads

Top