Should you create an elaborate backstory for a character or should the character’s adventures tell their own story?
I was reading part of the Xanathar’s Guide to Everything for Fifth Edition Dungeons & Dragons the other day, specifically the tables intended to help players flesh out the backstory of their characters. They’re an aid to imagination for those who want a detailed background. You could easily take an hour or more making one up.
Detailed backgrounds can include lists of family, friends, where the character has lived, and possibly many important/formative experiences. While reading, I had a minor epiphany about the target markets for role-playing games.
Consequently, if a publisher wants to expand its reach, increase its sales beyond the known group, then they have to attract people who are not gamers, or who’ve been gamers only a short time. That means not relying on standard gaming tropes and branching out in ways that tell different stories.
I’d include many of these video gamers in the gamer group that is familiar with tabletop RPGs even if they don’t play them. AAA list video games are often “experiences” with a pure avatar representing the character. This derives in large part from D&D. Or to put it another way, even if there are gamers who don’t play tabletop role-playing games, they’re already familiar with the basics of D&D-style play.
Just before reading the Xanathar book, I checked out the Cortex Prime site on the web. From reading the initial rules and description it’s clear the game supports storytelling in more detail than traditional D&D. Yes, there is some dice rolling, but it’s arranged to be “ready to collaborate on a shared story” (quoting from the site). And it’s free.
For players looking to share epic stories of their characters’ adventures, creating a story beforehand helps players engage with the game before it’s even started. This is different from how I was introduced to tabletop games.
As an example, my original characters didn’t even have names to begin with, let alone backgrounds. It was “Wiz the elf”, “Muscles the fighter”, and “that go##amn dwarf,” who later became Orion, Eradan, and Yilderim. The characters evolved through their actions and experiences during adventures as part of the game, not from a story invented beforehand.
Developing a story beforehand matters significantly because of how D&D is structured. Character differentiation of powers comes later; the higher the character, the more unique they become. But to start, they’re somewhat generically similar, unless you develop a story for them.
This can certainly affect a group’s enjoyment of the game; there’s nothing more frustrating than creating an elaborate backstory for a character only to have them die an ignominious death early on. Story games like Cortex support character development right from the start; D&D evolves character stories through progression. Thanks to Xanathar’s, now players can flesh them out without advancement … but the game’s may still be deadly enough that any character can die if they’re unlucky.
Your Turn: Does your game support elaborate backstories?
I was reading part of the Xanathar’s Guide to Everything for Fifth Edition Dungeons & Dragons the other day, specifically the tables intended to help players flesh out the backstory of their characters. They’re an aid to imagination for those who want a detailed background. You could easily take an hour or more making one up.
Detailed backgrounds can include lists of family, friends, where the character has lived, and possibly many important/formative experiences. While reading, I had a minor epiphany about the target markets for role-playing games.
RPGs Aren’t New Anymore
After more than 45 years, virtually all the tabletop game players (board games or otherwise) in the world have been exposed to RPGs. They may have decided they don’t want fantasy, or that RPGs are too unstructured for them, or don’t play for many other reasons, or can't find a campaign to play in, but they know what is available.Consequently, if a publisher wants to expand its reach, increase its sales beyond the known group, then they have to attract people who are not gamers, or who’ve been gamers only a short time. That means not relying on standard gaming tropes and branching out in ways that tell different stories.
I’d include many of these video gamers in the gamer group that is familiar with tabletop RPGs even if they don’t play them. AAA list video games are often “experiences” with a pure avatar representing the character. This derives in large part from D&D. Or to put it another way, even if there are gamers who don’t play tabletop role-playing games, they’re already familiar with the basics of D&D-style play.
A New Audience
The biggest RPGs, such as D&D, have every incentive to broaden their interest for non-gamers, for people who have not yet come to RPGs or have come to RPGs recently. This is in large part reflective of the increasingly diverse voices who are now playing. Additional rulebooks such as Xanathar's are filling in the gaps of traditional game rules with more storytelling options that aren’t limited to “whether or not you know D&D.”Just before reading the Xanathar book, I checked out the Cortex Prime site on the web. From reading the initial rules and description it’s clear the game supports storytelling in more detail than traditional D&D. Yes, there is some dice rolling, but it’s arranged to be “ready to collaborate on a shared story” (quoting from the site). And it’s free.
For players looking to share epic stories of their characters’ adventures, creating a story beforehand helps players engage with the game before it’s even started. This is different from how I was introduced to tabletop games.
Developing a Story
This is not to say that traditional tabletop games can’t evolve their own stories. The difference is that when I played, we started with blank slates as characters and then the adventures told the story. Background generators weren’t necessary because your character may not have lasted very long, and the assumption was that the story would come later as the character evolved.As an example, my original characters didn’t even have names to begin with, let alone backgrounds. It was “Wiz the elf”, “Muscles the fighter”, and “that go##amn dwarf,” who later became Orion, Eradan, and Yilderim. The characters evolved through their actions and experiences during adventures as part of the game, not from a story invented beforehand.
Developing a story beforehand matters significantly because of how D&D is structured. Character differentiation of powers comes later; the higher the character, the more unique they become. But to start, they’re somewhat generically similar, unless you develop a story for them.
This can certainly affect a group’s enjoyment of the game; there’s nothing more frustrating than creating an elaborate backstory for a character only to have them die an ignominious death early on. Story games like Cortex support character development right from the start; D&D evolves character stories through progression. Thanks to Xanathar’s, now players can flesh them out without advancement … but the game’s may still be deadly enough that any character can die if they’re unlucky.
Your Turn: Does your game support elaborate backstories?