A character's backstory is a great tool
from which to draw for both GMs and Players; it is also a great way
to engage everyone on more levels of the game. So, why is it that we
settle for such poor unoriginal stories? Why are all the parents
dead? From where are all these orphans coming? It's a real epidemic,
but it helps explain the lack of friends or enemies. These characters
were never properly raised and don't know how to interact with other
people—what else could explain their behavior?
Next time you start a game, tell
yourself and your players that you will not settle for mediocre
characters anymore. “Because you always wanted to” is not a good
enough reason to join the militia. “Because your parents forced
you” is not a good enough reason to pursue a career in magic.
These characters often have nothing to
lose but their possessions and their lives and they risk all of it
every day. Why is that? Why are they willing to put their lives in so
much danger? Money is not a good enough motivation, and neither is
depression due to the loss of family. What is the goal of the PCs?
Try this, make a list of things you
could use from the backstories of your characters: people, events,
places, items, etc. Take that list, and use everything on it.
If your list isn't as long as you'd
hoped, then next time you run a game, ask for something more
acceptable. Make your players flesh out your world for you. Ask for a
friend, an enemy, a place, a meaningful event, and a special item,
and make sure every PC has one in his or her story that links to the
PC in some way. If you have a party of four, you have twenty plot
items for you to abuse.
A Friend
A childhood
friend, a pen pal, a friend from work, a close cousin or brother,
etc. This person means a lot to the PC and should have a large impact
on the PC's life.
An Enemy
A childhood
rival, an evil twin, an evil landlord, etc. This person has caused
deliberate harm to the PC on more than one occasion and causes the
PC's blood to boil at the mention of her or his name.
A Place
Home towns are
too easy and will not do. You need something less obvious. A first
dungeon, a mysterious island that the PC stared upon as a child, a
town to which the PC cannot go for fear of being hanged. These are
more exciting and can provide more fuel to a smoldering game.
A Meaningful Event
This is
something that has changed the PC's perspective on life and has led
the PC to where she or he now is. This is something that haunts the
PC's dreams. Births and deaths are easy, but acceptable. The death of
parents is not acceptable. This can be a future event envisioned by
the PC in a dream, or a massacre the PC took a part in, or an
earthquake that swallowed a mountain. Something powerful with a bit
of mystery sprinkled in.
A Special Item
This is
something that the PC and others revere. Perhaps, it is a family
heirloom or the ancient hero's sword that the PC now carries or the
necklace the PC's daughter made before the PC left for good. Whatever
it is, it's important.
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