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Player investment in characters

was

Adventurer
As a means of encouraging players to invest in their characters, I have always offered bonus XP for written character backgrounds and character portraits. I belive it connects players to their characters. It also gives me fodder for adventures. I was recently told that this was a "totally weird" thing to do. So I wondered if I was the only one who still did this.
 

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I don't and I don't think I have ever given out bonus XPs for written backstories. If a player writes one, I'll make use of it, which I think helps bring the campaign to life. But bonus XPs? No. The additional stuff we can do with the information tends to be its own reward.
 

I always mess with my DM, I write my backstory so that it always ends up being an episode of Quantum Leap, and I'm stuck in my character's body and have to get out somehow. He hates it but I just laugh and laugh and laugh.
 

I do XP rewards for a "GOOD" back story. It helps make the character more real, and gives the player and the DM something to work with.
 

As a means of encouraging players to invest in their characters, I have always offered bonus XP for written character backgrounds and character portraits. I belive it connects players to their characters. It also gives me fodder for adventures. I was recently told that this was a "totally weird" thing to do. So I wondered if I was the only one who still did this.

I have never given front end XP for writing a backstory. In any serious campaign, without a written backstory of some sort you just aren't allowed to play.

I do tend to give out small story awards - usually 10-30xp for good RP. I also award the player character a destiny point if they accomplish something that would be important to their character, and the more interesting your backstory is the more sorts of outlets you have for fulfilling your character's story goals.
 

I don't give XP for backstory. Nor do I *require* it.

What I will do is *write to it*. If you give me a written backstory, and identify the elements you want untouched, and the elements you're okay with me screwing around with, I will make sure events and developments (let us call it "plot", though the outcome is not predetermined) in the game is relevant either directly to that history, or to the mindset and personal traits that come from those events.

I find this generates engagement more effectively than any one-time payoff of XP would do.
 

I don't give XP for backstory. Nor do I *require* it.

I find that it's pretty much impossible for me to DM if the PCs lack a backstory. Not just because I want to write to it, as you do, but because I'm generally not do only D&D's core gameplay of kick in the door, kill the orc and take the pie anymore. Additionally, since I've pretty much stripped all the flavor baggage out of my core classes, the classes themselves (at least for the most part) don't necessarily imply anything about the character's profession or social standing. You class isn't your character in the way it might be in say OD&D or BECMI style D&D. So NPCs don't even know to address a character or interact with him if I don't have some backstory - to say nothing of jumping through the story hurdles of why this person becomes attached to the other PCs.

I find this generates engagement more effectively than any one-time payoff of XP would do.

Agreed. Though for the most part I don't have players who won't write a backstory unless they are given mechanical incentive and reason to do so. I have a few that give me the one paragraph treatment, and that's fine and I'm ok with a player not having story much less melodrama as a primary goal of play, but without knowing at least something - nationality, ethnic group, social class, profession, age, family and clan ties (if any), and so forth that places the character in the setting, I'm pretty much unable to RP to the character any more than I could RP an NPC without some basic idea of who he was. You have to draw me a picture, as it were, of who the PC is - even if just a stick figure and most convenient stereotype - before I have enough inspiration to start a scene with the character. Even if I'm going with something like, "Ok, you are all in a tavern.", the innkeep and the barmaid are going to speak differently to Bart the 1st level fighter who is not from around these parts, Bart the 1st level fighter who is a local bravo, and Bart the 1st level fighter who is clearly of a noble family from the capital. Additionally, backstory even as small as, "Younger son from disgraced noble family that has lost title and lands. Set out with his remaining inheritance to redeem his families honor and fortune.", can stumble into existing plot, or provoke new ones. A backstory as short as that can imply connections to NPCs immediately, whereas if everything is just sort of vague I can't set a hook into anything or stage anything in a way that includes you in play naturally.

An NPC without a backstory can acquire a personality and identity on the fly because I have the right as GM to make one and shape the character. But a PC without a backstory is essentially a non-entity that I don't have the right to touch - barring implied permission like, "My character has amnesia. He has no idea who he is and no memories prior to this morning."
 

Not just because I want to write to it, as you do, but because I'm generally not do only D&D's core gameplay of kick in the door, kill the orc and take the pie anymore.

It seems like you are saying "no backstory" = "can't do anything but orc and pie". I think that shows a narrow vision of the possible.

Additionally, since I've pretty much stripped all the flavor baggage out of my core classes, the classes themselves (at least for the most part) don't necessarily imply anything about the character's profession or social standing.

What I'm talking about isn't really specific to D&D. I'm running Deadlands and Shadowrun campaigns - both classless systems. So, it isn't like class is giving that information in my games either. These games do have advantage/disadvantage systems to enforce some of such stuff if the players want, and as mechanical elements, those don't require an actual story - the mechanics say they have money, or say they have friends in certain sections of society. We don't need to define how those come about if we don't want to.

But, in any event, the NPCs aren't handed a dossier on each of the PCs, so that they know the backstory. The world is a really big place, and to most people, the PCs will be strangers. The NPCs react to however the characters present themselves at the time. How are they dressed? How do they behave? That determines reaction.

Agreed. Though for the most part I don't have players who won't write a backstory unless they are given mechanical incentive and reason to do so.

Neither do I.

I prefer to give the players what they ask for. I'm using the backstory primarily to establish themes and plots - if they aren't interested in having those be tailored to them, personally, then I don't really need the backstory, and won't ask it of them. In my Shadowrun game, for example, I have a player who is interested in unraveling what is going on in the game world, both short and long term. He has no expectation that what is happening is connected to himself, personally - it can go ahead and just be the machinations of megacorps with whom he has no personal stake before play begins. He's happy to just say his PC is interested, and once he's been involved in a couple of runs, he's wrapped up in things anyway, and needs no backsotry support to continue.

An NPC without a backstory can acquire a personality and identity on the fly because I have the right as GM to make one and shape the character. But a PC without a backstory is essentially a non-entity that I don't have the right to touch - barring implied permission like, "My character has amnesia. He has no idea who he is and no memories prior to this morning."

I don't feel a need to touch them. If I am not told he's the local bravo, or the son of a local noble, then he's just this guy. That's okay. People deal with folks they know very little about on a pretty regular basis.
 

It seems like you are saying "no backstory" = "can't do anything but orc and pie".

I don't know why it would seem like that. I'm only offering up orc and pie as an example of a sort of gameplay where backstory wouldn't be required - though of course, you could play orc and pie with backstories if you wanted. I'm sure that there are a great many more examples, but I was trying to explain why I felt backstory was a required thing. That's why it was necessary to go through a lengthy list of things to explain why I found it necessary to have a backstory in a game which normally is not assumed to and doesn't require it. Otherwise people might say to me, "What's this? Behold, I play without backstory! Away with your thrice-cursed foolery, for never a game of D&D existed that it required a back story!"

I think that shows a narrow vision of the possible.

Irony. I have narrow vision, but you are the one that goes from my "Not only..." to "Either backstory or orc and pie."

What I'm talking about isn't really specific to D&D. I'm running Deadlands and Shadowrun campaigns - both classless systems.

I didn't say it was specific to D&D, but since I was talking of a D&D game my contrary examples were drawn from D&D. Again, strong 'class = role = character' would conceivably mean back stories are not required. Alternatively, very high granularity in character creation would allow you to establish a characters identity through point buy advantages, disadvantages, quirks, etc. GURPS largely fills out an identity via point buy. Burning Wheel is practically character generation through backstory creation.

The NPCs react to however the characters present themselves at the time. How are they dressed? How do they behave? That determines reaction.

Sure. And you could add to that accent, vocabulary, hair color, skin tone, instinctive gestures, and a variety of other signifiers. A character could of course disguise themselves as something that they are not, but it wouldn't take Sherlock Holmes to deduce a very large number of things about a character just at a glance and after a few words. An Innkeeper would be very good at it as a point of his trade - it pays to know who you are letting rooms to.

In a modern world, with a widespread monoculture cultivated by ideas about democracy and individualism, spread through mass media, enforced by near universal education, and enabled by consumerism and mass production, it certainly could be the case that he is 'Just a guy' and no one really cares. He swipes his credit card through the slot and a machine validates it - what more is needed? Nothing says social alienation like the 20th or 21st century. But in a society of limited mobility and many social and legal castes of persons, being 'just a guy' requires considerable skill at disguise and is likely to unnerve people. Anyone who presents a conundrum, who can't be easily labeled, provokes both fear and curiosity. There are of course inns and taverns where they know better than to ask questions, but staying in that sort of place has its own problems.

Think about the hobbits staying at the Inn in Bree and trying to be 'just some guys'. Well, first, no Shire hobbit is going to be able to disguise where they are from, and the Breelanders are almost certainly going to be able to recognize a Bucklander by his tongue - and a member of the House of Brandybuck by the better cut of his clothes. So Merry is almost a dead give away to anyone with eyes. Additionally, no respectable inn is going to let a room without a name, so Frodo has to say he's Mr. Underhill - sort of the equivalent of saying he's Mr. Smith. But that doesn't work to well either, because there are some Mr. Underhills in the room and they'd like to know who he's related to. Now, because hobbits are mad about genealogy, this presents Frodo with a huge problem. If he feigns disinterest, he's automatically suspicious and clearly trying to hide his identity. Otherwise he has to spin an elaborate family backstory for himself on the spot, and yet somehow manage to make it ring true and not end up claiming to know someone someone in the room does. Meanwhile, there are also curious questions as to what brings hobbits from the Shire out to Bree. The presence of at least one member of the hobbit aristocracy provides a ready answer - these are adventures in the old sense of tourists, out on a lark. But that connection makes it rather harder to hide their family connections to the Baggins, which becomes a problem rather quickly when Pippin begins telling stories about Old Bilbo - a problem exacerbated by the fact that Mr. Frodo's leaving Bag End was impossible to keep out of the rumor mill. Pretty soon even some of the slower hobbits in the room are taking what they know of Brandybuck and Took genealogy and figuring out who the mysterious Mr. Underhill might be.

And of course, all this blows up in their face, because eventually they get taken for warlocks of an evil disposition once Frodo does something uncanny under pressure to maintain his disguise. The same sort of thing would happen to characters in my game if they can't hang an easy sign on themselves that lets them be pigeon holed into someone's stereotype. If you aren't clearly a member of society, then you are antisocial in the old sense, and perhaps inhuman.

Think about Kim with its world of identities written in peoples clothes and manners.

And even today, people can play this sort of game if they care to. I walked by one kid at the mall playing the game, "Guess the occupation." with his friends. He guessed for me, "Engineer." That's fairly close, and its far harder to play that game now than in the middle ages or in India of the not to distant past.

The point being is I play in a world filled up by pouring Tolkien, Kipling, Lovecraft, and the like into it. That's what I play. I don't know what you play. I can only tell you what I play.

One of the running gags in my current campaign is one of the characters asked for an obscure past, and everyone is always recognizing things about him he doesn't know himself, and assuming he knows of things he in fact doesn't.

It's been 20 years since I played much without a back story being assumed to be something you did, regardless of system. It might only be a few broad strokes in seven sentences or less, or it might be a 5 page essay depending on the game to be played, but it was there.
 
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