What's Your Story?

Writing an intriguing backstory for your character can be really enjoyable part of your preparation and anticipation for a game, so how do you come up with a great history for your character that works for everyone?

The TL;DR

  • Neither a blank page nor a novella

  • Work with the GM

  • Why (adventure), who (matters), what (motivation and vulnerabilities)?

Neither a blank page nor a novella

A blank page gives nothing to the other players and can create issues - why do the other characters hang around with this guy they know nothing about?

Additionally most GMs I know love to give great moments to players linked to a character's past. They also have plenty to create already, so giving them a blank page gives them nothing to work with, don't be surprised then if great moments are handed out to others - they're getting back what they put in.

The other side of this is the 14 page short story about the adventures of Aldwin, the master swordsman (I'll admit I'm most often guilty of this particular problem with my backstories). The point of an RPG is the game, not your backstory and your aspirations to be a novelist

Don't write so much that the GM or the other players need to read several pages or listen to an hour long exposition to get a handle on who your character is. A couple of paragraphs is great, four or five bullet points is better.

Your character should come to life during the game, not in the story you made up before it.

Work with the GM

Hopefully you've already been given details by the GM about what's in the world and what source books, races, classes, abilities, superpowers, aliens etc. are allowed and what aren't. If you haven't its time to ask for that before you start creating a backstory!

Beyond that though the GM is giving up their time and creativity to make the campaign and adventures you're going to play in, so its better that you work with them to create your character's history in it. It may also help them develop the overall story in a way that fits with your character. Also ensure you understand the level of experience and competency that characters are meant to have at the start of the game.

If the GM is building a game revolving around a conflict with Zandric, one of the lords of hell, who is banished to the mortal realm and lays waste to the tiny village he arrives in (this being the village where the PCs have just come of age of course), then one player writing up a backstory where they're the secret child of the Emperor and hold the soul of Zandric in an enchanted gem could create some difficulties, or it could make the story ten times better.

The bottom line is, the bigger the events you want to put in your character's backstory, the more you'll want to check in with the GM.

Why, who and what?

These three questions are what a backstory should attempt to answer and not really much more.

  • Why...

    • does your character want to adventure?

    • do they want to join this party?

    • do they need to fight this enemy?

  • Who...

    • in your backstory matters?

    • will the character travel across the world for?

    • is the character so afraid of that they'll flee the city if they hear this person is visiting?

    • do they need revenge against?

  • What...

    • motivates your character?

    • burning need do they have?

    • item are they trying to find?

    • secret are they trying to uncover?

You'll note that I didn't ask 'if' in these questions - your character should have answers to some of these questions.

If you've created a character who doesn't want to be part of a party, who has no motivation and doesn't care about anyone, then you've probably created one who isn't in this story - that character is off doing something else.

If you find yourself here, go back to the drawing board and come up with a character who wants to be in the game at hand. GM's shouldn't let you bring this kind of character to the table, but players should take responsibility for avoiding this too.

Finally, avoid listing things your character wont do - this just sets up road blocks and dead ends - focus on the things they will do and what drives them to be an active and driving force in the story.

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