I am starting a new homebrew game with a group I've been playing with for the past several years. I'm getting their Backstories and coming up with ideas for their character Arcs but I feel some of the aren't as good or meaningful to the story compared to some of the others. I don't want to seem like I'm playing favorites, but I don't know where is should draw the line?
I also have DMed in about 2 - 3 years, so I could just be having some anxiety about it, but I would still like others thoughts on the matter?
Heres some context if you are a bit confused:
First part is the players character, followed by my idea
Orphan Halfling Rouge who wants to be a cook but is unknowingly the daughter of a very wealthy noble
A Fire Genasi Cleric who was left by his parents and jeweler, but is the son of one of the world's greatest jeweler whose supplying the evil group with funds
A dragon born fighter who was rasied by a wizard, who unknowingly has a part of the both divine gods souls within them, rather than just one
A water Genasi Warlock pirate, who us actually a powerful being from the plane of water that was stolen form their home
I haven't gotten the last players Backstory and I feel like the Warlocks and Figters story, have a chance of out shining the other.
I think they all can work and be celebrated. As a DM, you don't have to ensure a 100% balance in story time for a character. You want to reward the player for creating a backstory (help them have that arc) but also respect that some may not want something so grand. Plus, you can interweave them. The rogue may need to cook up some brew that lets the fighter balance the duality of souls, etc.
That sounds silly, but you get my point. They can each shine at the brightness level they want and share the shine.
I'll add that you shouldn't worry if a backstory feels too "short", because while that player is working on that one you might get inspired to elaborate afterwards, or the player will. If a storyline is wrapping up, just talk to the player about where they think their character's arc could go next, no biggie. And yes, linking stories together makes for great moments!
I second both Agile and Gnomes commentary. I would add that as a DM you should work one-on-one with your players to really understand their back-stories and motivations for being the adventurers they have become and where they see their stories ending. As the DM, you have the ability to make the game interesting and fun for them but only by considering their individual inputs and motivations.
The hard part is trying to figure out how the stories intertwine. Honestly, I can't offer any advice on that outside of just using your imagination.
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Aut Inveniam Viam Aut Faciam (Find a way or make one) - Hannibal Allegedly
Lessons learned in blood are not soon forgotten. - Clyde Shelton
The truth is not what you want it to be; it is what it is and you must bow to it's power or live a lie. -Miyamoto Musashi
Honestly, we're all adults. If you want my attention, just say something. Otherwise, I mean, I've got other stuff to do - I can't babysit my players while also actually running the game.
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Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
well that's player dependent, some people may their backstories heavy developed some don't really - communication is key
some players may like being part of something greater from the start while their characters unaware of it unitl to x monent. even amnesiac person finding himself in mental assylum can do the trick
some totally fine to provide info "i"m just orphan whose parents sunk at lake going on adventure to meet my uncle again" and left it as it is
both concepts can work, the chronicles of amber and lord of the rings (+hobbit) both setting example for development of backstory
but what kind of development (or development at all) players actually want, do their success written in prophecies thousands years before they was born or was they just halfling of no renown who passed many lethal encounters to confront the bbeg and become realm lord? We not your players so we don't know answer where exact they see their characters and how much of backstory they want integrated into campaign... just talk with them and ask their opinions... no players is identical to each other so there is no universal answer
Characters backstory may not all have the same importance, at the same time. Some may have more at one point, and others at another time. And they don't all have to be established ahead of the campaign, some aspect may come up later as your story shape up and you see a place to involve a character in a plot twist.
As for players spotlight, this is something DM have to try to keep some sort of balance so that it's not always the same that shine. Some players more naturally take some place and others it's the opposite, so the DM often have to try to give more opportunities to those don't shine as much.
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Hello.
I am starting a new homebrew game with a group I've been playing with for the past several years. I'm getting their Backstories and coming up with ideas for their character Arcs but I feel some of the aren't as good or meaningful to the story compared to some of the others. I don't want to seem like I'm playing favorites, but I don't know where is should draw the line?
I also have DMed in about 2 - 3 years, so I could just be having some anxiety about it, but I would still like others thoughts on the matter?
Heres some context if you are a bit confused:
First part is the players character, followed by my idea
Orphan Halfling Rouge who wants to be a cook but is unknowingly the daughter of a very wealthy noble
A Fire Genasi Cleric who was left by his parents and jeweler, but is the son of one of the world's greatest jeweler whose supplying the evil group with funds
A dragon born fighter who was rasied by a wizard, who unknowingly has a part of the both divine gods souls within them, rather than just one
A water Genasi Warlock pirate, who us actually a powerful being from the plane of water that was stolen form their home
I haven't gotten the last players Backstory and I feel like the Warlocks and Figters story, have a chance of out shining the other.
I think they all can work and be celebrated. As a DM, you don't have to ensure a 100% balance in story time for a character. You want to reward the player for creating a backstory (help them have that arc) but also respect that some may not want something so grand. Plus, you can interweave them. The rogue may need to cook up some brew that lets the fighter balance the duality of souls, etc.
That sounds silly, but you get my point. They can each shine at the brightness level they want and share the shine.
I'll add that you shouldn't worry if a backstory feels too "short", because while that player is working on that one you might get inspired to elaborate afterwards, or the player will. If a storyline is wrapping up, just talk to the player about where they think their character's arc could go next, no biggie. And yes, linking stories together makes for great moments!
I second both Agile and Gnomes commentary. I would add that as a DM you should work one-on-one with your players to really understand their back-stories and motivations for being the adventurers they have become and where they see their stories ending. As the DM, you have the ability to make the game interesting and fun for them but only by considering their individual inputs and motivations.
The hard part is trying to figure out how the stories intertwine. Honestly, I can't offer any advice on that outside of just using your imagination.
Aut Inveniam Viam Aut Faciam (Find a way or make one) - Hannibal Allegedly
Lessons learned in blood are not soon forgotten. - Clyde Shelton
The truth is not what you want it to be; it is what it is and you must bow to it's power or live a lie. -Miyamoto Musashi
... I don't.
Honestly, we're all adults. If you want my attention, just say something. Otherwise, I mean, I've got other stuff to do - I can't babysit my players while also actually running the game.
Blanket disclaimer: I only ever state opinion. But I can sound terribly dogmatic - so if you feel I'm trying to tell you what to think, I'm really not, I swear. I'm telling you what I think, that's all.
well that's player dependent, some people may their backstories heavy developed some don't really - communication is key
some players may like being part of something greater from the start while their characters unaware of it unitl to x monent. even amnesiac person finding himself in mental assylum can do the trick
some totally fine to provide info "i"m just orphan whose parents sunk at lake going on adventure to meet my uncle again" and left it as it is
both concepts can work, the chronicles of amber and lord of the rings (+hobbit) both setting example for development of backstory
but what kind of development (or development at all) players actually want, do their success written in prophecies thousands years before they was born or was they just halfling of no renown who passed many lethal encounters to confront the bbeg and become realm lord? We not your players so we don't know answer where exact they see their characters and how much of backstory they want integrated into campaign... just talk with them and ask their opinions... no players is identical to each other so there is no universal answer
Characters backstory may not all have the same importance, at the same time. Some may have more at one point, and others at another time. And they don't all have to be established ahead of the campaign, some aspect may come up later as your story shape up and you see a place to involve a character in a plot twist.
As for players spotlight, this is something DM have to try to keep some sort of balance so that it's not always the same that shine. Some players more naturally take some place and others it's the opposite, so the DM often have to try to give more opportunities to those don't shine as much.