Backstory help for GM's [Archive] - Wizards Community

Post/Author/DateTimePost
NatanaX

01-23-08, 06:13 PM
I need help integrating player back story into my games as well as encouraging more back story/personality development out of players who don't really character role play much.

Suggestions?
Terjon of the Blue Rose

01-24-08, 02:44 AM
For starters never demand backstory. I've tried and it just doesn't work. Instead ask players what they want out of and for their characters. Ask for explanations as to why they chose to play this or that and/or for hooks you can use to tie them better into the adventure.

Don't worry if some players don't want to get to involved in story. I've based most of a game around a single player because he game me a detailed background and let others simply play along. I also got more backstory from players who had initially ingored such as they wanted their own characters more integrated. Sometimes players never give you as much as you'd like, though. If that's the case they may simply not care. Ask them if they mind if you come up with something for them if you really feel the need and then use them as ties to other characters. With their story focused around others you can include them without their needing to actually focus too much on the RP; which they may not enjoy as much as you.

In short let the hack&slashers play their game. You can almost always find at least one person willing to play yours. Once you got that one let the others come to you if they want and enjoy their part of the game if not.
JulesCARV

01-24-08, 04:48 AM
You say they don't roleplay much, so what do they do? Do they regard D&D as a fun excuse to socialize, eat some chips and guacamole, drink a bit of beer, and tell jokes without getting too deeply into the game? Are the optimizers more interested in charging leap attack damage, caster levels, and other such crunchy bits than they are in creating interesting personalities and histories? Are they new to the game, inexperienced, and nervous?

Do your games have a specific campaign setting?
Elf_Jedi

01-25-08, 01:03 AM
I wouldn't make them come up with anything but...

If you do want them to make one, I often resort to bribery. Now I know that sounds terrible but it does work. Let them get an item that they would have not of gotten otherwise.

Example: Give the player would get a masterwork weapon. Duing a game have someone ask him "Where did you get that?" or have someone say "I've seen that before". In turn he will say something like "It was given to me by a friend" or "I found it".

They explain a little more about thier character. And just keeping asking them questions like that until you get a more complete picture about their past.

Remember, their backstory doesn't have to be a novel, it just has to provide a little insight.
eamon

01-25-08, 04:50 AM
I wouldn't make them come up with anything but...

If you do want them to make one, I often resort to bribery. Now I know that sounds terrible but it does work. Let them get an item that they would have not of gotten otherwise.

Example: Give the player would get a masterwork weapon. Duing a game have someone ask him "Where did you get that?" or have someone say "I've seen that before". In turn he will say something like "It was given to me by a friend" or "I found it".

They explain a little more about thier character. And just keeping asking them questions like that until you get a more complete picture about their past.

Remember, their backstory doesn't have to be a novel, it just has to provide a little insight.

I don't quite understand what you mean, but it sounds like it might be interesting.

Do you give the players special items during character creation, and then, in game, ask them where they got it? How do you set up the situation that you ask them where they got the weapon anyhow? Do the players know in advance that they'll get a special item if they come up with an in-game story why they have it? Do they know what they'll get?

How do you avoid people just making up some ridiculous story, which, though funny and well thought out, they're not really intending to integrate well with the character's personality?
Elf_Jedi

01-26-08, 12:41 PM
Do you give the players special items during character creation, and then, in game, ask them where they got it?
Pretty much, I usually them pick something.

How do you set up the situation that you ask them where they got the weapon anyhow?
It's really not that difficult, like in a tavern just have some one approach the player and ask a question.


Do the players know in advance that they'll get a special item if they come up with an in-game story why they have it?
Depends. Some of the people that have played with me before know whats going on. The people who haven't generally dont .

Do they know what they'll get?
I let them pick the item.

How do you avoid people just making up some ridiculous story, which, though funny and well thought out, they're not really intending to integrate well with the character's personality?
Well, generally you just have to have a little faith in your players. They will usually do the right thing.
arjomanes

01-29-08, 12:52 PM
Background can be an interesting source for plot hooks, but it can often be really static. This is what I prefer:

Character: List two character traits for your PC. Is he claustrophobic, or hot-headed, arrogant, snively, prone to exaggeration, given to uncontrollable twitches? Also list two instincts for your character. Always keep a knife hidden on me, never trust an elf, always say a prayer before eating, or always scream a battle cry when entering battle.

Contacts: List two relationships you have that will become NPCs sometime in the game, this could be a former mentor, a rival, a relative, an enemy, etc. This could be anyone from a farmer to a noble.

Conflict: List some potential conflicts with your relationships or some potential story ideas involving them. Maybe it's been rumored your cousin the farmer has gotten way over his head in gambling debts and the thieves guild has sent him threatening letters. Will he sell the farm, run off on his debts, start doing jobs for the criminals?

Comrades: Come up with a tie-in to at least one other PC. Are you brothers? Did you fight in a war together? Are you rivals? Do you owe another PC a debt? Did she save your life?

Commitment: List two reasons why you'll keep adventuring, that don't relate to XP or treasure. These are personal goals, drives and motivations. I lost the royal standard at the Battle of Fallen Steel, and I will not rest until it is found and restored to its place over the shattered capitol. Or, I will hunt down my father and kill him with my bare hands. Or, I will find the ancient tomb of the Lost Necromancer of Yrgrzl and steal the Tome of Bones.