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You're doing what? Surprising the DM
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<blockquote data-quote="JamesonCourage" data-source="post: 6118659" data-attributes="member: 6668292"><p>This isn't on the main thrust of the "relevant" conversation, so I'll chime in. The player had used the reasoning that his father leaving him set him up for a hard childhood, in which he resorted to shady activities, much as his father had, to help provide for his mother and younger brother, but ultimately left, just like his dad did, leaving his brother behind (his mother had married to a semi-wealthy ship merchant when he left).</p><p></p><p>Without permission, I "clarified" this late into the campaign (we started at level 2, and it was level 12 when I changed things). He found out from his mother the she sent his father away (and when he had finally met his father for the first time a few levels before, his father had not told him). By this point, the PC has transitioned from Rogue into Sorcerer (the story allowed a class change as magic crept back into the world), and he had shifted from Lawful Neutral to Lawful Good. I thought it was appropriate to make his father and mother's background's a little hazier. He quite enjoyed that, as a player. As did the other players.</p><p></p><p>However, it definitely is changing PC backstory, in my mind, even if it's just twisting the details. And I know that's not something all players would enjoy.</p><p></p><p>I agree, for the most part, with the caveat that I know it's not for all groups. I'm totally okay with GMs using my backstory, building on it, changing details that I got wrong in-character, etc., to enhance the game experience. I trust them to do this, and it certainly worked in Star Wars to great effect. No problem with it, personally, since it can be good for story and "more realistic" (in that it can enhance my immersion and investment in the campaign), but I definitely understand that it's not for everyone. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>Honestly, if I player ever told me, "here's what I want for backstory, here's what I want my PC to know about, and please don't mess with it," I'd say "as long as it fits the campaign setting, then no problem. Let's work out the details. You know what's okay for the most part, and anything else you want I'll help you incorporate it in." If they expressed, after I changed it, that they didn't like it, as a player, then I'd lean towards withdrawing it.</p><p></p><p>But, like pemerton said, my group of players are living, breathing people, and I can use many cues to judge their wants from the game. I've left more PC backstories the same than I've modified, and I'm careful when I do change it. Of course, my players are all friends that I've known for over half of my life, so we're relatively on the same page with RPGs for the most part (since we mostly all started playing together). So, I'm sure that helps.</p><p></p><p>But, overall, I'd definitely respect a player if they left their backstory ambiguous and asked me not to expand on it. As long as it fits the campaign setting, no problem. Just as long as you set yourself up in a way that people would've successfully looked into it, I'm totally okay with that. I don't change backstory on the rare occasion to flex some form of GM muscle, but to enhance the game. And, if I feel like it won't enhance the game, then I won't do it. And, to that end, I've never had a player be anything other than happy with what they've discovered in-game that contradicts their backstory (though more often than not it builds on it, not contradicts it).</p><p></p><p>Again, though, I totally get that this isn't for everyone. So, I have no problem accepting that it'd be very upsetting to you. It's purely a play style thing. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>The emphasized bit is why I don't mind changing backstory, on the rare occasion, as the GM. I do, however, often build on it without permission.</p><p></p><p>You asked, "does the mere act of inserting elements into the fiction regarding a character's backstory, necessarily alter that backstory?" I think this is a very good question. My default answer to this was "no", but, upon actively thinking on it (when I read it), I think it might be a "yes." Which is interesting.</p><p></p><p>Yeah, take that PC whose father I mentioned. In his backstory, he left his younger brother behind, without warning, to fend for himself. He ended up becoming a constant antagonist in the game for a long time, as he was extremely resentful that his brother had left him, just like their father had. And, on top of that, he resented being overshadowed by the PC. This was all due to the PCs backstory, and I felt no hesitation to use it as a "natural consequence" of his backstory. The brother NPC did change over time, and worked with his brother, but he kept his distance. He eventually died, and had a note for after he died (his death had been foretold) saying that he forgave his brother, and asking not to be brought back (the PCs were around 14th level, and one PC was a cleric of Pelor).</p><p></p><p>In this, I had no inkling of "changing backstory", but merely building on it. Which, I suppose, many players would dislike. Which is very much not my style; my RPG has optional mechanics to help flesh out your backstory, and has mechanical consequences if you do so. These mechanical consequences mainly result in mechanical Relationships (friends, enemies, former teachers, lovers, etc.), which I will then flesh out with the player, and often work into the game after play begins. </p><p></p><p>Yes, this is how it works with me. If the player said "my PC is the son of the Moon Goddess, and, when he was born, the second moon faded away and disappeared," I'd say "no, he's not; it doesn't fit the setting." ("Outrageous" example used on purpose.)</p><p></p><p>I agree with this. As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 6118659, member: 6668292"] This isn't on the main thrust of the "relevant" conversation, so I'll chime in. The player had used the reasoning that his father leaving him set him up for a hard childhood, in which he resorted to shady activities, much as his father had, to help provide for his mother and younger brother, but ultimately left, just like his dad did, leaving his brother behind (his mother had married to a semi-wealthy ship merchant when he left). Without permission, I "clarified" this late into the campaign (we started at level 2, and it was level 12 when I changed things). He found out from his mother the she sent his father away (and when he had finally met his father for the first time a few levels before, his father had not told him). By this point, the PC has transitioned from Rogue into Sorcerer (the story allowed a class change as magic crept back into the world), and he had shifted from Lawful Neutral to Lawful Good. I thought it was appropriate to make his father and mother's background's a little hazier. He quite enjoyed that, as a player. As did the other players. However, it definitely is changing PC backstory, in my mind, even if it's just twisting the details. And I know that's not something all players would enjoy. I agree, for the most part, with the caveat that I know it's not for all groups. I'm totally okay with GMs using my backstory, building on it, changing details that I got wrong in-character, etc., to enhance the game experience. I trust them to do this, and it certainly worked in Star Wars to great effect. No problem with it, personally, since it can be good for story and "more realistic" (in that it can enhance my immersion and investment in the campaign), but I definitely understand that it's not for everyone. As always, play what you like :) Honestly, if I player ever told me, "here's what I want for backstory, here's what I want my PC to know about, and please don't mess with it," I'd say "as long as it fits the campaign setting, then no problem. Let's work out the details. You know what's okay for the most part, and anything else you want I'll help you incorporate it in." If they expressed, after I changed it, that they didn't like it, as a player, then I'd lean towards withdrawing it. But, like pemerton said, my group of players are living, breathing people, and I can use many cues to judge their wants from the game. I've left more PC backstories the same than I've modified, and I'm careful when I do change it. Of course, my players are all friends that I've known for over half of my life, so we're relatively on the same page with RPGs for the most part (since we mostly all started playing together). So, I'm sure that helps. But, overall, I'd definitely respect a player if they left their backstory ambiguous and asked me not to expand on it. As long as it fits the campaign setting, no problem. Just as long as you set yourself up in a way that people would've successfully looked into it, I'm totally okay with that. I don't change backstory on the rare occasion to flex some form of GM muscle, but to enhance the game. And, if I feel like it won't enhance the game, then I won't do it. And, to that end, I've never had a player be anything other than happy with what they've discovered in-game that contradicts their backstory (though more often than not it builds on it, not contradicts it). Again, though, I totally get that this isn't for everyone. So, I have no problem accepting that it'd be very upsetting to you. It's purely a play style thing. As always, play what you like :) The emphasized bit is why I don't mind changing backstory, on the rare occasion, as the GM. I do, however, often build on it without permission. You asked, "does the mere act of inserting elements into the fiction regarding a character's backstory, necessarily alter that backstory?" I think this is a very good question. My default answer to this was "no", but, upon actively thinking on it (when I read it), I think it might be a "yes." Which is interesting. Yeah, take that PC whose father I mentioned. In his backstory, he left his younger brother behind, without warning, to fend for himself. He ended up becoming a constant antagonist in the game for a long time, as he was extremely resentful that his brother had left him, just like their father had. And, on top of that, he resented being overshadowed by the PC. This was all due to the PCs backstory, and I felt no hesitation to use it as a "natural consequence" of his backstory. The brother NPC did change over time, and worked with his brother, but he kept his distance. He eventually died, and had a note for after he died (his death had been foretold) saying that he forgave his brother, and asking not to be brought back (the PCs were around 14th level, and one PC was a cleric of Pelor). In this, I had no inkling of "changing backstory", but merely building on it. Which, I suppose, many players would dislike. Which is very much not my style; my RPG has optional mechanics to help flesh out your backstory, and has mechanical consequences if you do so. These mechanical consequences mainly result in mechanical Relationships (friends, enemies, former teachers, lovers, etc.), which I will then flesh out with the player, and often work into the game after play begins. Yes, this is how it works with me. If the player said "my PC is the son of the Moon Goddess, and, when he was born, the second moon faded away and disappeared," I'd say "no, he's not; it doesn't fit the setting." ("Outrageous" example used on purpose.) I agree with this. As always, play what you like :) [/QUOTE]
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