Three questions that help characters be fleshed out

Another thought on this topic:

In one of 3.5 Eberron books (Five Nations, I think), there were sidebars on various topics built around a five-things-everyone-knows meme. Like "Five Things Every Karnathi Knows."

I thought this was a great idea, and I've run with it. I start many of my game sessions with Five Things Everyone Knows about [Topic]. [Topic] is sometimes important and immediately relevant, and sometimes it's a completely trivial aside (and sometimes it's something that will be relevant in the future, but the players don't know that). It's a great way to flesh out a campaign world, adding colour, detail, and context. And it's not too taxing on DM prep or on player attention spans.

I've also turned that on the players. A short while into the campaign (not at the beginning, but after an adventure or two when the players are coming to know their own characters), I require each player to come up with Five Things Everyone Knows about [Character]. I put no restrictions on what those things are: Some players come up with things like "he has brown hair" and others write detailed passages of backstory. Most come up with a mix of the two.

The five-bullet-point format is easy; even the players who aren't into this sort of thing don't find it taxing. And it's easy to deliver: Hearing each player read five (usually short) sentences is much easier than long diatribes.

And, finally, it gives both players and the GM hooks on which to build future plot points.
 

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My questions are interactive, ask one then ask another based on the answer.

Example:
Q: Why did you take to the road as an adventure?
...> A: Monsters killed my family and wanted to hunt them down?
Q: Who were these monsters?
Q: When did it happen?
Q: Any family members not dead, grand parents, uncle, aunt, etc?
Q: Who raised you?​

The most important question I ask is:

Q: How did you come to know the rest of the party?​

Call me a lazy GM but I don't think it is my job to come up with reasons for a group to be together. I want them to build a relationship to each other in their backstories.
 
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Here they are (and feel free to answer them for your own PCs):
I'll play. These answers are for my Dragonborn paladin, Sir Yatagan Fracas.

What does your character find funny?
Yatagan doesn't really understand mammalian humor. As a result, he tends to find inappropriate things funny, like when living things lose their bodily integrity due to violence or accident. On a related note, he absolutely delights in fireworks.

What is your character's greatest fear?
Not reaching apotheosis (what he refers to as 'freeing the Dragon Within').

What is your character's favorite dish?
Live mice and a glass of Pernod.
 




Silly question, how is having a contact that advances the plot a mechanical advantage? To steal an acting term, the show must go on. Do you have the players mill around directionless and bored unless someone has some contact? Or are these contacts discount cards that you have to maintain with quests to rescue them?

If it's the later, do you disallow people having no family or any personal connection but having a large list of people who 'owe' them and give them favors for some reason (stated reason even) or another?
 

When I create a character for any game system, the first thing I ask myself is:

What (if anything) would this character willingly die for?

The answer to this question usually helps to fill in the details.
 

I prefer the B5 questions- who are you and what do you want?

I'd add the later question and the Crusade Questions:
1. Why are you here?
2. Who do you serve?
3. Who do you trust?

Option 2, also B5 (clearly I've watched too much of it) would be the naming ritual of Legend of the Rangers:
1. Your Name
2. Your Place
3. Your Truth
 

Jonathan Tweet's Everway has a nice adventure generation system that includes a little Q&A about various cards featuring top-notch fantasy art. Handy.

Applying the same methodology to PC generation can get you some interesting results as well.
 

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