Rechan said:
I'll call that crazy because in my experience, players either: 1) Don't have interests, or 2) Have interests that are so divergent you can't keep them in one place. You have Bob the Wizard wanting to trape off to the Ugly Jungle and Ed wanting to stay here to learn Wenching Fu from the elven Ron Jeremy. The individuals goals are counter to eachother.
Again, call me crazy, but it's not actually
illegal for your players to sit down and collectively work out the sort of things they'd like to do, and make their characters accordingly.
Ahglock said:
When players write backgrounds that have hooks I'm happy to tie them into stories or even make the story based around them.
In my experience one, I get really short backgrounds that are mostly written so I can't pull anything from them. My mom, dad, siblings, girlfriend, best friend, and dog are all dead because of like a war and stuff.
It's not always about drawing out stuff from a character's background and weaving it into your existing storyline, though. In fact, that's really not what I'm talking about at all.
It's one thing to say "Well, this PC's sister disappeared when he was fifteen - how about I make her the lieutenant of this necromancer I've set the PCs up against?" That's cool, and I heartily approve.
However, the sort of thing I was talking about is more PC-driven than that. For instance, in my first Third Edition game: the DM was the one who came up with a wizard's guild called the Circle of Kwalish, and he introduced it into the game because one of the PC wizards was interested in learning rare spells and lore - but it was that PC who decided to enlist his fellow PCs in mounting an internal takeover of the Circle, and it was that same PC who turned the Circle of Kwalish into a cultlike group whose ultimate purpose was to provide him with the souls of loyal followers he could consume for the ritual which made him a lich.
The DM responded to these goals by figuring out all of the challenges that we would have to overcome to make it happen, and introducing all sorts of crazy complications tied in with the plotlines being pursued by the
other PCs.
Basically, it's the sandbox game: your job as a DM is to create sketches of the world around the PCs, and only fill in the details when they begin to pursue one avenue or another. The Circle of Kwalish was just a thumbnail when we started the game, a generic "wizards' guild" for training and research, but it became so much more when the players decided to pursue their own goals regarding it.
So, the point in relation to this thread? Maybe there isn't one!