So basically, you agree with me. The character needs approval, if not prior to being introduced.In my campaign, you can be related to anyone you like provided you gain no advantage of it. Want to be a part of the the royal family? No problem, just explain how you're a part of it but obtain no real advantage from it. Reasonably, this means that you can be related to anyone provided you give yourself some restrictions on the relationship like: you're illegitimate, you're the black sheep of the family, your family hates you, you've been disinherited, you're the 10th of 12 kids and you don't stand to inherit anything, etc.
If you actually want to have a tangible starting advantage from your background, like the ability to call in favors, recieve loans, legal protection, have an income, have some significant noble rank, etc. then then you have to buy a trait that confers a social advantage like: patron, noble birth, wealthy, heirloom, or whatever.
The reason I have no problem with being 'the third son of the Baron' or '18th in line to the throne', is that so long as it confers no special starting advantage it actually confers no additional long term advantage as well. In the long term, the characters - if they survive - are going to be wealthy heros who will themselves be powerful and who will be able to obtain the favors and friendships of the powerful whether or not they have in their background some theoretical connection to these people. By having a theoretical connection to 'the Baron', it just makes the future role play with those that much more interesting and involving. If it makes the player feel his character is more 'cool', then I'm all for it.
What I'm not for and greatly dislike is a player who invents a background expecting to cash in on that background for some free loot, extra skill points or other advantages. "It says in my background X, so you should let me do Y.", is a statement I consider to be very hostile and adversarial. If you can do Y, it should be reflected on your character sheet. Your character sheet is who you are; your background is only how you got to where you are. You can come up with any background you want to explain your character sheet, but you can't come up with any character sheet you want by explaining your background.
What happens when I have six different PCs in my campaign world that all have pressing concerns forced on them by their backgrounds? I would imagine I'd wind up with 6 different PC parties.
To my own thoughts on the topic: As Celebrim says below, this is the sort of thing that has potential for abuse by players. Still, if the GM manages it carefully, it could add a lot. In general, I would say that players should be allowed to give themselves legacies fairly freely, and heirlooms within reason (which is to say, you can declare that your PC has a family sword, you can even declare that it's magical, but you can't declare that it's a +5 holy avenger). Inheritances should be mostly for the GM to hand out.
What I'm not for and greatly dislike is a player who invents a background expecting to cash in on that background for some free loot, extra skill points or other advantages. "It says in my background X, so you should let me do Y.", is a statement I consider to be very hostile and adversarial. If you can do Y, it should be reflected on your character sheet. Your character sheet is who you are; your background is only how you got to where you are. You can come up with any background you want to explain your character sheet, but you can't come up with any character sheet you want by explaining your background.
Nod. Kinda thinking the same thing. Maybe one at a time?
What happens when I have six different PCs in my campaign world that all have pressing concerns forced on them by their backgrounds? I would imagine I'd wind up with 6 different PC parties.
Nod. Kinda thinking the same thing. Maybe one at a time?
Yeah. And this suggestion was there because (wait for it) "History" was getting old.It was explicitly stated in one of the earlier DMGs (maybe 2e) that the characters are expected to be younger children, sent to earn their way in the world. Their starting money is their inheritance. And, as others have noted, it's often better that way. If you as GM wish to layer stuff on top of that, it's up to you.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.