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<blockquote data-quote="scholz" data-source="post: 4291361" data-attributes="member: 10028"><p>I've incorporated (with some success) a background device I based on ensemble TV shows (Firefly, StarTrek). The idea is not to write a big backstory at the beginning. Instead the story get revealed a little bit at a time during the season (campaign). </p><p></p><p>The way this works is that the characters can opt to have special knowledge or skills that helps them solve current problems in the game. </p><p>For example:<em> The party is trying to escape the town guard of Greghawk (having been mistook for thieves), Redgar declares that he was a native of the town and knows a good place to lose them. (Local Knowledge) The DM determines this is okay (and will advance the plot). Now it is established that Redgar is from Greghawk. </em></p><p></p><p>This requires buy in by the players. If they abuse the system it can be a problem. But, I find that the openings in the story can make good roleplayers quick story tellers, and it works pretty well. </p><p></p><p>The same can apply to professional skills, smatterings of language, etc.. It can flesh out the character in a way that is immediately relevant. And as the GM I can use those things for role playing hooks later.</p></blockquote><p></p>
[QUOTE="scholz, post: 4291361, member: 10028"] I've incorporated (with some success) a background device I based on ensemble TV shows (Firefly, StarTrek). The idea is not to write a big backstory at the beginning. Instead the story get revealed a little bit at a time during the season (campaign). The way this works is that the characters can opt to have special knowledge or skills that helps them solve current problems in the game. For example:[I] The party is trying to escape the town guard of Greghawk (having been mistook for thieves), Redgar declares that he was a native of the town and knows a good place to lose them. (Local Knowledge) The DM determines this is okay (and will advance the plot). Now it is established that Redgar is from Greghawk. [/I] This requires buy in by the players. If they abuse the system it can be a problem. But, I find that the openings in the story can make good roleplayers quick story tellers, and it works pretty well. The same can apply to professional skills, smatterings of language, etc.. It can flesh out the character in a way that is immediately relevant. And as the GM I can use those things for role playing hooks later. [/QUOTE]
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