Generally backstories should be banned, because they are creating a distraction from the purpose of the game; writing your own story through playing. We need players to write their character’s story through action, not invent it all before rolling a single dice.
They make some sense in the context of starting play as a high level character, but this is the exception not the rule. Low level characters are by default nobodies from nowhere.
Generally backstories should be banned, because they are creating a distraction from the purpose of the game; writing your own story through playing. We need players to write their character’s story through action, not invent it all before rolling a single dice.
They make some sense in the context of starting play as a high level character, but this is the exception not the rule. Low level characters are by default nobodies from nowhere.
I don't think this is correct on a couple counts.
First, it depends entirely on the backstory. Sure, if you're writing that your level 1 character has already slayed dragons and saved the world several times over, that's a crap backstory (unless you have some way of explaining why you are now level 1), but if your backstory is simply how your "background" got you to where you are today, that should not be distracting at all.
Second, PCs are generally exceptional in some way or another, even at level 1. Unless your world has adventurers as the most common "profession", your PCs should have some sense of why they are now adventurers. What was the catalyst? They may only be one step removed from "nobodies from nowhere", but it's still one step that should probably be explained.
Generally backstories should be banned, because they are creating a distraction from the purpose of the game; writing your own story through playing. We need players to write their character’s story through action, not invent it all before rolling a single dice.
They make some sense in the context of starting play as a high level character, but this is the exception not the rule. Low level characters are by default nobodies from nowhere.
I agree people can over-write their backgrounds. I find it happens the most with new players where they want to start as the head of the thieves guild, or the king’s right hand person. But then you explain to them that’s more of the goal their character works toward, not what they were.
But you can’t be from nowhere. Every character had parents (even if they were an orphan, someone was their parents) everyone grew up somewhere and did something. Even at level 1, characters are a big step above a commoner. It makes sense to explain how it is that happened. Where did they get the training that lets them cast a spell, or use a sword better than the average person? An outright ban isn’t the way, imo. Even if the explanation is 3 sentences long, it doesn’t hurt to have something.
Generally backstories should be banned, because they are creating a distraction from the purpose of the game; writing your own story through playing. We need players to write their character’s story through action, not invent it all before rolling a single dice.
They make some sense in the context of starting play as a high level character, but this is the exception not the rule. Low level characters are by default nobodies from nowhere.
so, in principle, this is a thing that I agree with, as a general rule -- and since I start all campaigns with PCs at 1st level, the backstory can't have an Adventure in it. Because then it isn't a backstory, it is a story.
But look at my first comment here: in some ways, there is space for an adventure there -- just not the capital letter, bolded and underlined and italicized version where the stakes were life and death. That's all backstory stuff. Backstory is context.
A good character, from a plyer perspective, has context; it improves immersion, guides discovery, helps to engage the player, and provides opportunity and potential for the adventures of the character in the future, during the game.
But if your playstyle is just "go beat up a bunch of monsters and laugh and crack funny jokes", well, then you aren't going to have a need for the kind of backstory that we create. If your PC starts at 3rd level, like a huge number of people do, ten they need a backstory that tells of those early adventures.
What if your PC is someone who has already had a massive, world changing adventure, is from a people who live for hundreds of years, and now, a hundred years later, you are heading out with a bunch of brand new adventurers to retrace the steps of your old adventure -- the folks you once traveled with now long dead?
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Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities .-=] Lore Book | Patreon | Wyrlde YT [=-. An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more. Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Generally backstories should be banned, because they are creating a distraction from the purpose of the game; writing your own story through playing. We need players to write their character’s story through action, not invent it all before rolling a single dice.
They make some sense in the context of starting play as a high level character, but this is the exception not the rule. Low level characters are by default nobodies from nowhere.
Tell me if you will or can how the following distracts from the purposes of the game :
Leilia Whitemane (CG Human Ranger lvl 1 (Far Traveller))
Leilia Whitemane was born at midnight on a blood moon (*Has division 60') to parents who died within hours of her birth in an ambush by brigands who were sent to kidnap Leilia. Leilia's Kidnappers were in turn killed by a pack of winter wolves who came on them arguing who would get to deliver the girl.
The winter wolves were an awakened pack that had a close friendship with a young Druid Theresa Whitemane. The alpha Swiftclaw brought the baby to Theresa. Who took in the young girl after burying her family and reclaiming what little wealth and effects she could. and for the next 10 years the pack and Theresa worked to make sure Leilia was prepared to face the world.
At age 10 when she was out foraging in an effort to prepare for the coming winter. While she was gone her pack was slaughtered and the only mother she had ever known dying. With her dying breath she told her daughter about a chest hiding with in the rock formation near their home and the words to say to end the spell.
In the Box there was her father's signet, a pendant and earrings that had been her mother's, and several letters to other members of her mother and father's family telling them of her birth and her first name.
For six years she has wandered far and wide looking for the men who killed her mother and pack. She was no closer to finding out who killed either of her Families.
When i presented this background to my DM he was giddy, i had given him something to work with.. off the top of my head I can think of several things... Why was she being kidnapped as newborn?, Who gave the order?... are the same people responsible for deaths of her pack and Mother? What of her living relatives would they welcome her or would they send her away?
I have found that with a detailed background one has to be pretty careful that one does not corner themselves into acting in a specific way for the rest of the characters time.
Unless someone wants to pretty much be restricted in their actions by something close to alignments.
I personally do not believe that something dramatic should happen in your background just so you can pick a class. Leave the dramatics for the role play of your character. I think of it this way. If a bard writes a ballad about your life who told him about the time before your famous adventures?
Generally backstories should be banned, because they are creating a distraction from the purpose of the game; writing your own story through playing. We need players to write their character’s story through action, not invent it all before rolling a single dice.
They make some sense in the context of starting play as a high level character, but this is the exception not the rule. Low level characters are by default nobodies from nowhere.
I’m not a big backstory guy I prefer to build my characters around concepts, like a gnome wild magic barbarian I made that uses medium armor, sword and board. At first glance you would think they were a fighter and they are eloquent and kind. But he has kind of a split personality that when he rages he becomes almost psychotic. And it sometimes slips out outside of raging. Kind of a Gollum/smeagol thing. But as far as backstory I have next to nothing. It’s what I find as fun.
But banning backstory? Absolutely not. Now a 1st level character that slew an ancient dragon and served as personal advisor and champion of a king, now that I can see a DM asking to be changed. But just because your first level doesn’t mean you have doe absolutely nothing in your life so far.
I have found that with a detailed background one has to be pretty careful that one does not corner themselves into acting in a specific way for the rest of the characters time.
Unless someone wants to pretty much be restricted in their actions by something close to alignments.
I personally do not believe that something dramatic should happen in your background just so you can pick a class. Leave the dramatics for the role play of your character. I think of it this way. If a bard writes a ballad about your life who told him about the time before your famous adventures?
While I see alignment as constricting for those that want to be a little more loose in how they make decisions, I'm not sure what the problem would be if the player actually chose to restrict themselves in that way. There is more to personal growth than just being fluid in alignment or it's closest analog. If someone wants to play their character as a bog standard old-school LG paladin, and ALWAYS be an LG goodie-two-shoes, let them.
And it's not like the circumstances have to be all that dramatic, but having nothing happen at all that differentiates you from Blacksmith Joe next door means your character has zero reason to start adventuring. Perhaps your smithing hammer just broke and you need to go to the next town over to get a proper handle for a new one from the woodworker, and that starts your adventure. But hey, that's a backstory. When the DM asks, "Why are you here?", you have something to say.
You can leave it undefined, sure, or do the backstory-in-3-sentences thing, but banning it? Seems a bit extreme to me.
As for my Backstory-Become-ActualStory I mentioned, the actual backstory part (the part where interesting things happened to him) was fairly short when I started. The rest of it was the history of his family and why it mattered to him. It was a bit of world-building, and I fully stand behind having players help world-build to up the stakes and their immersion.
I imagine many DMs don't need or want too much in a backstory for the very reason you provide, but I would bet the majority would actually enjoy a somewhat detailed backstory that they can integrate into their world and weave plot points to make interesting stories. "Wait, was that guy back there my uncle that I thought was dead for 10 years?!" I know I would.
Generally backstories should be banned, because they are creating a distraction from the purpose of the game; writing your own story through playing. We need players to write their character’s story through action, not invent it all before rolling a single dice.
They make some sense in the context of starting play as a high level character, but this is the exception not the rule. Low level characters are by default nobodies from nowhere.
This genuinely confuses me. Do all your characters just pop into existence in the tavern at session 1? No family? No home town? They just arrive as fully formed adults with zero memory of anything that happened before the story starts?
Generally backstories should be banned, because they are creating a distraction from the purpose of the game; writing your own story through playing. We need players to write their character’s story through action, not invent it all before rolling a single dice.
They make some sense in the context of starting play as a high level character, but this is the exception not the rule. Low level characters are by default nobodies from nowhere.
The only time that makes sense is if they are amnesiac.
This post is worded quite argumentatively, and I recommend ignoring it. It is quite possible that this person only posted to start an argument or annoy people, get them riled up.
I definitely feel like backstories are vital. Even reluctant players should make at least a bare bones background, and definitely a Bond, Flaw, Ideal, and Personality Trait, and maybe a short backstory to expain why it's that way.
I don't think that this poll was well written, because it has no granularity on the level of backstory; it's the equivalent of asking "backstory: some or none?"
As people pointed out, "none" is essentially "I woke up in the tavern with no memories or history." "Some" can cover any range from "three sentences" to "30 pages," it's not helpful to put both of those into the same "some backstory" bucket.
Backstories can quite easily become a distraction from the broader campaign when players expect that their DMs will pursue personalized arcs for each and every player at the table.
When I run a campaign I give a background to ongoing events and then provide players some options as to why their characters might be involved or why they begin where they begin. Then during play players can add bits and pieces to their characters' pasts.
As a player I get little to no satisfaction from writing extensive backstories. And I say that as a writer as well as a writing instructor. I have found it infinitely more satisfying to either write what depicts a single scene that was a defining moment in the character's life or to allow at least the first session to help me define my character and then write something. Brief. I have almost a book's worth of these things and not one of them stretches beyond a page. A character that comes with a life story is one that feels much too scripted and the player then comes to the table with it with far too many expectations that may not be met because the dice will ultimately decide the character's fate.
I think most people will say, it depends on the game. I don’t need story in Mario Kart or Minecraft. I do enjoy stories in some other games, like Undertale. Often emergent stories are most interesting, like Sims or Animal Crossing.
Yeah, I think this is a really good point. One of the key philosophies of old-school D&D was that "story" was an emergent concept, not a pre-ordained one. I know people back in the day also wrote backstories, so Im not suggesting it never happened, but I do recall at least for myself that most games started with ZERO backstories, but backstories would be written in later after some stuff happened to the character and it was more of a re-telling of events that transpired in the game from the point of view of the character.
for TTRPGs, I don't persay, say it has to be written but for anything I DM, I want to know who a character is, what their motivations and goals are, as well as a general idea of what type of personality to expect. So I expect a concept, but do not require an essay, after all I want to connect the underlying plot back to the characters and want to put in plot hooks and other items which relate to each character to give them all some limelight and discussion points.
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Generally backstories should be banned, because they are creating a distraction from the purpose of the game; writing your own story through playing. We need players to write their character’s story through action, not invent it all before rolling a single dice.
They make some sense in the context of starting play as a high level character, but this is the exception not the rule. Low level characters are by default nobodies from nowhere.
I don't think this is correct on a couple counts.
First, it depends entirely on the backstory. Sure, if you're writing that your level 1 character has already slayed dragons and saved the world several times over, that's a crap backstory (unless you have some way of explaining why you are now level 1), but if your backstory is simply how your "background" got you to where you are today, that should not be distracting at all.
Second, PCs are generally exceptional in some way or another, even at level 1. Unless your world has adventurers as the most common "profession", your PCs should have some sense of why they are now adventurers. What was the catalyst? They may only be one step removed from "nobodies from nowhere", but it's still one step that should probably be explained.
I agree people can over-write their backgrounds. I find it happens the most with new players where they want to start as the head of the thieves guild, or the king’s right hand person. But then you explain to them that’s more of the goal their character works toward, not what they were.
But you can’t be from nowhere. Every character had parents (even if they were an orphan, someone was their parents) everyone grew up somewhere and did something. Even at level 1, characters are a big step above a commoner. It makes sense to explain how it is that happened. Where did they get the training that lets them cast a spell, or use a sword better than the average person? An outright ban isn’t the way, imo. Even if the explanation is 3 sentences long, it doesn’t hurt to have something.
so, in principle, this is a thing that I agree with, as a general rule -- and since I start all campaigns with PCs at 1st level, the backstory can't have an Adventure in it. Because then it isn't a backstory, it is a story.
But look at my first comment here: in some ways, there is space for an adventure there -- just not the capital letter, bolded and underlined and italicized version where the stakes were life and death. That's all backstory stuff. Backstory is context.
A good character, from a plyer perspective, has context; it improves immersion, guides discovery, helps to engage the player, and provides opportunity and potential for the adventures of the character in the future, during the game.
But if your playstyle is just "go beat up a bunch of monsters and laugh and crack funny jokes", well, then you aren't going to have a need for the kind of backstory that we create. If your PC starts at 3rd level, like a huge number of people do, ten they need a backstory that tells of those early adventures.
What if your PC is someone who has already had a massive, world changing adventure, is from a people who live for hundreds of years, and now, a hundred years later, you are heading out with a bunch of brand new adventurers to retrace the steps of your old adventure -- the folks you once traveled with now long dead?
Only a DM since 1980 (3000+ Sessions) / PhD, MS, MA / Mixed, Bi, Trans, Woman / No longer welcome in the US, apparently
Wyrlde: Adventures in the Seven Cities
.-=] Lore Book | Patreon | Wyrlde YT [=-.
An original Setting for 5e, a whole solar system of adventure. Ongoing updates, exclusies, more.
Not Talking About It / Dubbed The Oracle in the Cult of Mythology Nerds
Tell me if you will or can how the following distracts from the purposes of the game :
Leilia Whitemane (CG Human Ranger lvl 1 (Far Traveller))
Leilia Whitemane was born at midnight on a blood moon (*Has division 60') to parents who died within hours of her birth in an ambush by brigands who were sent to kidnap Leilia. Leilia's Kidnappers were in turn killed by a pack of winter wolves who came on them arguing who would get to deliver the girl.
The winter wolves were an awakened pack that had a close friendship with a young Druid Theresa Whitemane. The alpha Swiftclaw brought the baby to Theresa. Who took in the young girl after burying her family and reclaiming what little wealth and effects she could. and for the next 10 years the pack and Theresa worked to make sure Leilia was prepared to face the world.
At age 10 when she was out foraging in an effort to prepare for the coming winter. While she was gone her pack was slaughtered and the only mother she had ever known dying. With her dying breath she told her daughter about a chest hiding with in the rock formation near their home and the words to say to end the spell.
In the Box there was her father's signet, a pendant and earrings that had been her mother's, and several letters to other members of her mother and father's family telling them of her birth and her first name.
For six years she has wandered far and wide looking for the men who killed her mother and pack. She was no closer to finding out who killed either of her Families.
When i presented this background to my DM he was giddy, i had given him something to work with.. off the top of my head I can think of several things... Why was she being kidnapped as newborn?, Who gave the order?... are the same people responsible for deaths of her pack and Mother? What of her living relatives would they welcome her or would they send her away?
I have found that with a detailed background one has to be pretty careful that one does not corner themselves into acting in a specific way for the rest of the characters time.
Unless someone wants to pretty much be restricted in their actions by something close to alignments.
I personally do not believe that something dramatic should happen in your background just so you can pick a class. Leave the dramatics for the role play of your character.
I think of it this way. If a bard writes a ballad about your life who told him about the time before your famous adventures?
I’m not a big backstory guy I prefer to build my characters around concepts, like a gnome wild magic barbarian I made that uses medium armor, sword and board. At first glance you would think they were a fighter and they are eloquent and kind. But he has kind of a split personality that when he rages he becomes almost psychotic. And it sometimes slips out outside of raging. Kind of a Gollum/smeagol thing. But as far as backstory I have next to nothing. It’s what I find as fun.
But banning backstory? Absolutely not. Now a 1st level character that slew an ancient dragon and served as personal advisor and champion of a king, now that I can see a DM asking to be changed. But just because your first level doesn’t mean you have doe absolutely nothing in your life so far.
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While I see alignment as constricting for those that want to be a little more loose in how they make decisions, I'm not sure what the problem would be if the player actually chose to restrict themselves in that way. There is more to personal growth than just being fluid in alignment or it's closest analog. If someone wants to play their character as a bog standard old-school LG paladin, and ALWAYS be an LG goodie-two-shoes, let them.
And it's not like the circumstances have to be all that dramatic, but having nothing happen at all that differentiates you from Blacksmith Joe next door means your character has zero reason to start adventuring. Perhaps your smithing hammer just broke and you need to go to the next town over to get a proper handle for a new one from the woodworker, and that starts your adventure. But hey, that's a backstory. When the DM asks, "Why are you here?", you have something to say.
You can leave it undefined, sure, or do the backstory-in-3-sentences thing, but banning it? Seems a bit extreme to me.
As for my Backstory-Become-ActualStory I mentioned, the actual backstory part (the part where interesting things happened to him) was fairly short when I started. The rest of it was the history of his family and why it mattered to him. It was a bit of world-building, and I fully stand behind having players help world-build to up the stakes and their immersion.
I imagine many DMs don't need or want too much in a backstory for the very reason you provide, but I would bet the majority would actually enjoy a somewhat detailed backstory that they can integrate into their world and weave plot points to make interesting stories. "Wait, was that guy back there my uncle that I thought was dead for 10 years?!" I know I would.
This genuinely confuses me. Do all your characters just pop into existence in the tavern at session 1? No family? No home town? They just arrive as fully formed adults with zero memory of anything that happened before the story starts?
The only time that makes sense is if they are amnesiac.
This post is worded quite argumentatively, and I recommend ignoring it. It is quite possible that this person only posted to start an argument or annoy people, get them riled up.
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I definitely feel like backstories are vital. Even reluctant players should make at least a bare bones background, and definitely a Bond, Flaw, Ideal, and Personality Trait, and maybe a short backstory to expain why it's that way.
KOBOLDS WITH CANNONS! A RP thread about Small humanoids with Huge weapons.
Proud member of the EVIL JEFF CULT! PRAISE JEFF!
Homebrew Races: HERE Homebrew Spells: HERE Homebrew Monsters: HERE
MORE OF ME! (And platypodes/platypi/platypuses) (Extended signature)
I don't think that this poll was well written, because it has no granularity on the level of backstory; it's the equivalent of asking "backstory: some or none?"
As people pointed out, "none" is essentially "I woke up in the tavern with no memories or history." "Some" can cover any range from "three sentences" to "30 pages," it's not helpful to put both of those into the same "some backstory" bucket.
You want to do it, fine.
You don't want to do it, fine.
You have no idea what I'm asking for? That's fine too.
Let's go roll some dice!
Depending on the campaign, I may or may not be able to fit your story in. In many cases your backstory is completely irrelevant.
Just show up, try to be engaged, and I hope you have a good time.
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"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
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It all depends.
Backstories can quite easily become a distraction from the broader campaign when players expect that their DMs will pursue personalized arcs for each and every player at the table.
When I run a campaign I give a background to ongoing events and then provide players some options as to why their characters might be involved or why they begin where they begin. Then during play players can add bits and pieces to their characters' pasts.
As a player I get little to no satisfaction from writing extensive backstories. And I say that as a writer as well as a writing instructor. I have found it infinitely more satisfying to either write what depicts a single scene that was a defining moment in the character's life or to allow at least the first session to help me define my character and then write something. Brief. I have almost a book's worth of these things and not one of them stretches beyond a page. A character that comes with a life story is one that feels much too scripted and the player then comes to the table with it with far too many expectations that may not be met because the dice will ultimately decide the character's fate.
Yeah, I think this is a really good point. One of the key philosophies of old-school D&D was that "story" was an emergent concept, not a pre-ordained one. I know people back in the day also wrote backstories, so Im not suggesting it never happened, but I do recall at least for myself that most games started with ZERO backstories, but backstories would be written in later after some stuff happened to the character and it was more of a re-telling of events that transpired in the game from the point of view of the character.
for TTRPGs, I don't persay, say it has to be written but for anything I DM, I want to know who a character is, what their motivations and goals are, as well as a general idea of what type of personality to expect. So I expect a concept, but do not require an essay, after all I want to connect the underlying plot back to the characters and want to put in plot hooks and other items which relate to each character to give them all some limelight and discussion points.