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<blockquote data-quote="doctorbadwolf" data-source="post: 9772570" data-attributes="member: 6704184"><p>I’ve seen this a lot, but I always figure it’s super easy to have such a character. </p><p></p><p>Safe and comfortable doesn’t mean fulfilled. The character left home to find a greater purpose to their life. A calling. </p><p></p><p>Call to adventure. Someone brings the character on the adventure, not unwillingly but simply unexpectedly, they find themselves an adventurer. </p><p></p><p>A good thing worth protecting. The character leaves home to save their home, exactly because they have a good life in a good place. </p><p></p><p>Some people just want to help. The character leaves home because they get word of a problem they know they have the skills or powers to help with, and they are the kind of person who wants to help. </p><p></p><p>Some people see a long road and need to follow it. </p><p></p><p>Sometimes a good life winds down before a person is too old for adventure. The kids have kids, the farm is bountiful, and it’s just time to see what else the world has to offer, and hell you’re only 40! Plenty young enough!</p><p></p><p>And of course there are backstories that aren’t exactly happy but also aren’t tragic. Grew up on the street and pickpocketed a knight who took a shine to the young thief and took them in, stuff like that. </p><p></p><p>I had a Star Wars character who was a teenage street kid who lived in a junkyard and had a robotic arm, but she was one of the happiest characters I’ve played. Her backstory sucked but didn’t feel tragic to her because it was just how life was, and her focus was on the systems that failed people like her rather than having any singular person to get revenge against. </p><p>A D&D version of her I played was an airship mechanic who lost her arm in an accident with the power core crystal of an experimental airship. </p><p></p><p>Later on the character got a more tragic flashback added to her backstory, though. See she had her memeory altered so she didn’t remember how she lost her arm (Star Wars version), which was an Imperial Inquisitor/Sith Witch had caught her steeling when she was like 10, and had stabbed her arm with a Sith artifact that would have made her into a thrall, and she was found by a Jedi in hiding who cut off her arm, and took her to a different planet and got her a droidified arm. Her memories came back when she saw the witch again during a session, and that’s how she learned she is force sensitive. </p><p></p><p>Is that tragic? Idk I guess.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 9772570, member: 6704184"] I’ve seen this a lot, but I always figure it’s super easy to have such a character. Safe and comfortable doesn’t mean fulfilled. The character left home to find a greater purpose to their life. A calling. Call to adventure. Someone brings the character on the adventure, not unwillingly but simply unexpectedly, they find themselves an adventurer. A good thing worth protecting. The character leaves home to save their home, exactly because they have a good life in a good place. Some people just want to help. The character leaves home because they get word of a problem they know they have the skills or powers to help with, and they are the kind of person who wants to help. Some people see a long road and need to follow it. Sometimes a good life winds down before a person is too old for adventure. The kids have kids, the farm is bountiful, and it’s just time to see what else the world has to offer, and hell you’re only 40! Plenty young enough! And of course there are backstories that aren’t exactly happy but also aren’t tragic. Grew up on the street and pickpocketed a knight who took a shine to the young thief and took them in, stuff like that. I had a Star Wars character who was a teenage street kid who lived in a junkyard and had a robotic arm, but she was one of the happiest characters I’ve played. Her backstory sucked but didn’t feel tragic to her because it was just how life was, and her focus was on the systems that failed people like her rather than having any singular person to get revenge against. A D&D version of her I played was an airship mechanic who lost her arm in an accident with the power core crystal of an experimental airship. Later on the character got a more tragic flashback added to her backstory, though. See she had her memeory altered so she didn’t remember how she lost her arm (Star Wars version), which was an Imperial Inquisitor/Sith Witch had caught her steeling when she was like 10, and had stabbed her arm with a Sith artifact that would have made her into a thrall, and she was found by a Jedi in hiding who cut off her arm, and took her to a different planet and got her a droidified arm. Her memories came back when she saw the witch again during a session, and that’s how she learned she is force sensitive. Is that tragic? Idk I guess. [/QUOTE]
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