Helldritch
Hero
Lots of good points from both sides here. And à lot to think about.
It also goes back to the perception of what kind of backstories a DM is ready to allow or not to allow. Whenever a player was making a level 1 character on his own with a mile long backstory, I was getting serious hitches as DM.
The solution we found with my players was to restricts backstories to a common creation between DM and players. This way, we ensured that stories would fit with each other's and would respect the campaign if it was a thing.
For first level characters, stories are usually quite short and limited to close familly, accointances and a small event or two.
But whenever we build higher level characters (3rd and up), the backstories are almost open bar. Very few restrictions are ever applied.
Yes traveling the whole continent makes the stories focus on the group and revolve less around the individual characters than a small area does, but it is my/our job as DM to make sure that all characters have a chance to shine at the table. All should have the spotlight and that spotlight is meant to travel from one PC to the next, never staying on one for too long.
I know that without mile long backstories some players feel that their character is less impressive or useful, but so far, every single players that had this fear that joined my games would not return to backstories and much prefer the emerging stories. Maybe it is the style of DMing that I have that makes it work well and that some here that have had that style had bad experience with either DM and players, but done correctly with understandings and openness, it works extremely well.
My players would never offer to have a sister in the mayor's service out of the blue not because I would not allow it, but because I might turn against them if the rolls are not in their favor.
"Ho, your sister works for the mayor (which is the secret BBEG, or not) ok, roll two d8. 1st d8 would be whether or not the sister likes you or hates you, and the second would be how likely she is to help you out. If your sister hates you and was secretive about it, you might be in a whole world of trouble... or she might love you but not be ready to help you or love you so much that she tires to help you and dies in the process or help you and nothing bad happens (yes an auto win) or any situations in between. I never allow out of the blue win buttons. I always put a risk in any decisions and solutions. There are more ways to get in that mayor's office than a win button will ever do. And all these ways makes for a much more interesting stories.
It also goes back to the perception of what kind of backstories a DM is ready to allow or not to allow. Whenever a player was making a level 1 character on his own with a mile long backstory, I was getting serious hitches as DM.
The solution we found with my players was to restricts backstories to a common creation between DM and players. This way, we ensured that stories would fit with each other's and would respect the campaign if it was a thing.
For first level characters, stories are usually quite short and limited to close familly, accointances and a small event or two.
But whenever we build higher level characters (3rd and up), the backstories are almost open bar. Very few restrictions are ever applied.
Yes traveling the whole continent makes the stories focus on the group and revolve less around the individual characters than a small area does, but it is my/our job as DM to make sure that all characters have a chance to shine at the table. All should have the spotlight and that spotlight is meant to travel from one PC to the next, never staying on one for too long.
I know that without mile long backstories some players feel that their character is less impressive or useful, but so far, every single players that had this fear that joined my games would not return to backstories and much prefer the emerging stories. Maybe it is the style of DMing that I have that makes it work well and that some here that have had that style had bad experience with either DM and players, but done correctly with understandings and openness, it works extremely well.
My players would never offer to have a sister in the mayor's service out of the blue not because I would not allow it, but because I might turn against them if the rolls are not in their favor.
"Ho, your sister works for the mayor (which is the secret BBEG, or not) ok, roll two d8. 1st d8 would be whether or not the sister likes you or hates you, and the second would be how likely she is to help you out. If your sister hates you and was secretive about it, you might be in a whole world of trouble... or she might love you but not be ready to help you or love you so much that she tires to help you and dies in the process or help you and nothing bad happens (yes an auto win) or any situations in between. I never allow out of the blue win buttons. I always put a risk in any decisions and solutions. There are more ways to get in that mayor's office than a win button will ever do. And all these ways makes for a much more interesting stories.
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