Linking character backgrounds together

der_kluge

Adventurer
Lately, my games have taken on a new direction. Rather than stringing together a series of modules, or just running the players through a big adventure path, I find it much more rewarding and interesting to have detailed character backgrounds, and then sit back and diagram a sort of "six degrees" connection between all of them. Of course, this process makes character creation a lengthy one, and character death is a bit problematic since you have to find a way to work a new character into it, but this gets easier and the players are generally happy to work within the framework.

Still, some players are happy have very little background (i.e., I'm an orphan and a loner), but I can always find a way to tie them into it somehow.

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I linked them all together through cities, resources, and yes, the BBEG in the center. Anyone else do anything like this?
 

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In our current campaign, we have a bit of both.

We do have an overarching story arch, but each of the characters seems to have a special place in the world and might perhaps be interconnected. This provides some interesting in-group and in-arch stories that add to the political intrigue.
 

I'm trialing a new system at the moment. each session (or 2 if it overuns) focus on one of the PC's backstory / personal plot with an element (sometimes major, often minor) that relates to the main plot

because they drag their freinds / allies with them when they need help, they are busily intertwining all their backstories. been going for most of the year and its keeping the adventures fresh while hurtling towards the final denouement

When they started I made sure they all lived (or were going to live) in the same district of the same city and so they were going to at least be neighbours and then took it from there

I've never written it down as an interlinked diagram - possibly because i'm a little lazy - but i think its a really good idea to sketch it out especially during character creation. Even challenge the players to find a way of fitting their character concepts onto the diagram before the game starts. I actually think it makes it easier to fit in new characters after death / player change as they can refer back to the diagram and find a slot for their players. It also is a nice way for the DM to set up some important NPC's and their relationship to the players

guess i'm talking myself into creating one for my next game ....
 

Make sure they know each other!

Spirit of the Century is a setting for FATE and does a really good job of making sure of this. Each player writes a really short background (a "blurb") for their character. Then each player randomly selects another player and attaches themself to the others' blurb as a "guest character". This is done twice. Each character automatically knows two other PCs, then, and unless the dice-rolling has been really odd (or the group is really large) all the PCs will be connected to each other in some way.

For instance:

Duncan Dirk in the Forbidden City*

*Actually the Walled City; it's just more exotic to call it Forbidden instead. :)

There's trouble in Kowloon, and once again Dirk is in the middle of it! Can he stay ahead of the secret societies, or will he be doused in their plot for world domination? When captured by Triad toughs, Duncan Dirk must turn to his old chum Derek Dynamo for an expedient rescue and escape from the Orient. Along the way out they meet John Howard on a drinking tour of the east, who provides drunken cover for the daring duo. Needing a place to hide, Duncan turns to his onetime adversary Jack Hustler to hide him, while he plans his next move...

As you can see, Dirk met three other PCs on this journey. (The relationship with Hustler was hysterical; Dirk had arrested Hustler at least once before.)
 

I once ran a campaign in which all the PCs were second-generation adventurers. They were the children of a now-retired party of adventurers. This gave them instant ties to one another (there were several brothers, cousins, etc., and they'd all grown up together), and also gave a set of NPC advisors / spellcasters that they could "come back to town" to get advice from.
 

Not on paper like that. I have the PCs spend a session creating characters and deciding for themselves how they link to each other and places.
 

Our last campaign ended in an anti-climactic fashion, so the group wanted to do something different. Our last campaign was an open-ended, and with 2 players that were new to the game, the group did a lot of wandering around and weren't able to create their own story. I threw plot hook after plot hook, but the campaign felt very disconnected and the players wanted more direction. They wanted a more cinematic feel to the game so I came up with this idea.


The metaplot of the campaign is that dragons were put into a comatose state 300 years before the birth of PC's. The dragons were abusing the Weave and Mystra decided to punish them by sending a shockwave through the Weave that would only affect the dragons. They were to be punished for 1000 years. Unfortunately, a group of zealots found a couple of the sleeping dragons and decided to try and help them break free from their curse in the hopes that the dragons would reward them and join forces together. This group, called The Dragonhand (modified the original FR group), is bent on finding a way to awaken the dragons.

This leads to the PC's. When Mystra sent the shockwave, it had some undesirable side-effects, the most notable of which is that it essentially cut the gods off from the Material Plane. It also made magic a little more unstable than usual. Mystra suddenly realized that eventually someone would discover the dragons and want to interfere, so she used up much of the last of her ability to "meddle" and she created a safety net. It was a prophecy that stated that if anyone were to interfere with the dragons punishment and attempt to revive them, heroes would be created stop them. These heroes are called Dragonhunters, and their job is to keep the world safe from recently awakened dragons looking to take revenge for their imprisonment.

So with that metaplot, I wanted to come up with an interesting way to not only connect the PC's, but introduce the metaplot in an interesting way. So here's what I did.

I created the PC's with the players individually. The players were not to tell anyone else what they were playing. This was to help with the storyline. I also encouraged them to select any region in FR they wanted as their homeland. This was also important to the metaplot. Once the characters were created, I worked up their backstories so that all of the characters had 2 things in common; they had the exact same birthday, and they all had a strange birthmark. The birthmark was the mark of the dragonhunter, but during their childhood, were told different things by different people that were merely speculating on what it meant. Another thing that I built into each of their backstories were these strange dreams they had of playing with children they've never met before that were all from far off lands. Not only were these dreams recurring, but the dreams actually aged along with the PC's. And to make it even more interesting, they all spoke a strange language to each other in their dreams. It was a language that nobody had ever heard of. In truth, they were speaking Aragrakh, an ancient draconic language and was part of their grooming for their destiny.

Once all of the characters were created, I ran 1st level as solo games. Basically, I used 1st level to play out important events in their childhood, to add some real memories to their backstory. Once everyone made it to second level, we were ready to begin.

What made this really run and made for great roleplaying was how we started the campaign. All of the PC's woke up in a glade in an unfamiliar forest. This was the first time the players were able to get a look at other characters in the party in person. I described it so that they realized that these people all looked like the people in their dreams. The other interesting dynamic was that they were from all over the Realms. Since I don't use Common in my games, they didn't know how to speak to each other. Before they had a chance to recall their "dream language", they suddenly realized that they weren't alone. A large band of goblins was moving very quickly through this forest, seemingly either after something, or trying to get away from something. The party found itself in the middle of a small skirmish, with a bunch of mountain men hunting these goblins in the forest and apparently trying to get them out of the forest. It was really fun and really chaotic as the players were trying to figure out ways to communicate with each other using hand signals until the coast was clear. Once things settled down, the sorcerer in the group remembered the language from the dreams and spoke using that language. Everyone understood and were relieved. But they still had problems. Where were they? How did they get here? Who are these strange men trying to talk to them? What has happened to their friends and family?

It was really fun watching things unfold. While the party was getting to know each other, one of them remarked about their birthmark. Once they realized that they shared the same birthmark, they figured that they must be part of something very special, handed down from the gods themselves.

We are on our 12th session now and the story is getting really exciting. They have unlocked the power in their birthmarks, which gave them the Dragonhunter feat which I modified to make it even better. They are at 5th level about to go to 6th, and at 6th, they are going to learn that both the good and evil dragons were punished, and the characters are each bonded to 1 type of good dragon. The idea is that eventually they will learn that they have to awaken a dragon of their bond and these dragons will serve as cohorts to defeat the Dragonhand and the evil dragons. The good dragons, while bitter for being punished for the actions of their cousins, will see the awakening as a chance to prove they didn't deserve the punishment and believe that they can earn their freedom by helping the Dragonhunters to succeed in defeating the Dragonhand.


I'm sorry that this got so long, but I wanted to give a decent explanation of how I tied the characters together in a way that wasn't instantly obvious to the players. They started out the game not even knowing what kind of character anyone else was running. To make things even more disorienting, it took them the entire first session to find a way to communicate with each other. While there is a metaplot in place, I didn't give the characters much to go on in terms of figuring anything out, so they had to do that on their own. It gave them a sense of freedom in regards to decision making, but they also had a sense of purpose, sharing the birthmark, that gave the campaign direction. In addition to the metaplot, they all have their own personal motives and goals that were built into their backstories. This allowed the players to come up with some ideas on things they would like to see their characters involved in, and also gives us plenty of side quests if the party hits a dead end.

My very first game ever was as a player in the dreaded, "you are sitting around at a tavern looking at the help wanted posters......". This was in 1980. I didn't like that style of game set up even back then.

I feel like one of the most important parts of a campaign is how you tie the characters together. I try to run what I call "cinepic" style games, a combination of cinematic and epic game style. Having a creative backstory that ties the characters together in some way really helps me keep a consistency and verisimilitude to the game.


I REALLY like the OP's way of doing that! And I really like the method that (Psi)SeveredHead mentioned.

This is a really interesting thread, and I'm looking foward to seeing other ideas from others! :)
 

My new rule (stolen from someone else on this here board):

DM: "Great, nice characters. Now, how do you all know each other?" FX: sitting back, listening

Cheers, -- N
 

We've gone the route of having the players and DM collaborate on how the characters know eachother. The DM shouldn't do it all because the players should have a say in an aspect of their backgrounds and the DM needs to have a say in his game world and plot lines.

Furthermore, we've gone to a point where the DM does a few general pitches of the storyline(s) he'd like to run. Nothing that will give away details, but it should be fun for all. So we thought it helps if the players have a say. If all the players want a dungeon crawl, the DM should know that before putting together a political thriller for example. Then all can compromise a little on general idea of the campaign or come up with a completely different campaign idea that everyone will mostly enjoy.
 

I found a handy little questionnaire that someone wrote for that very purpose. I modified it to fit within our system and it does a really good job of allowing players to tell me exactly what they are looking for. What's really nice about having the questionnaire is that you can have a main plot idea based on the general desires of the group, and then you can bring in specific elements that players asked for to personalize the campaign and keep it interesting for all of the players. :)
 

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