I am playing my first D&D campaign and when trying to come up with a character background I ended up thinking that a single paragraph was too small for the character I wanted to have. I ended up creating Milo, the good necromancer. The inspirations for the way I interpret this character are Norman (from Paranorman), Chopper (from One Piece) and Bilbo (from the Hobbit).
What I tried to put into this backstory were things like: who do I want my character to be, what are his ideals and why is he doing this, maybe give some points to the DM about future intromissions into the story (Milo has a brother that he does not know where he is. I also wrote his brother's backstory, but I won't share it here because it is, in theory secret since neither Milo nor the other players know about it). And I wanted to experiment writing, which is something that I normally don't do in my daily routine.
Anyway, since this was my first one and I'm new do D&D, I'm not quite sure what sort of liberties I can take with a story (for example, for my second char, I wanted to create a Halfling that knew Common, Draconic and Elfish instead of Common and Halfling, is that possible even though the core ruleset specifies the starting languages for each race?)
Also, I created this character blindly, and my idea for him to be incredibly good to create a harsh contrast with his magic, which is frowned upon. However, my party is not composed on very good characters, with two characters that I can only describe as extreme sociopaths, so I'm searching for ways to justify being with them.
Example of an interesting situation: to enter a place and destroy some artifact in our last adventure, our party had to hire a burglar. In order to hire this burglar, one of the party members promised the treasure that is within this place. The problem is, we know there's a highly possibility that this treasure is cursed. I didn't tell the burglar as soon as I met him about this because I didn't remember at the time, and I don't want to become that boring character that does not allow them to be anything fun. So I'm still not sure how my char would handle these situations.
I always encourage my players to submit long character backgrounds. It doesn't only have to be an outline of your character, you could compose a written story from his past; tell a tale of an important event or how he became who he currently is. As for liberties, I would suggest sticking by what the character creation allows or distributes to you, else clear it by your DM for approval.
I enjoy the contrast of your character's morals vs skill set. You'll find that many players average far from 'good' and it can pose challenges when you align yourself in that manner. You are a character and play to that character's ethics & nature - things have a habit of working themselves out. Just be true to who you're creating. As in your example, maybe you should act truthful and try to help where you can. This could easily develop into interesting game play as other players work to tiptoe around flat-out lying, or persuade NPCs around you. Either way, don't sacrifice your character's demeanor to make the party "work", introduce yourself slowly and see where things go. Have fun with it.
I feel that a backstory is a good base for role-playing a character. I think that if it is done properly, it will give the player direction when various situations occur. Alignment is a crutch in my mind that does not take the personality, or background, of the character into account.
I always start with a background and how it will shape my character and interactions. As an example, I had a ranger that did not want to attract attention. This was based on his father telling him to keep a low profile. I would deflect praise whenever possible.
I agree with Tobi_Cain that spending half the night reading a story about what your character ate for breakfast for the last 18 years (or more, depending on race) is a bit much, but knowing why the character won't eat rothe treacle is important.
You may not even need to share the background with your DM as long as you stay true to it. Is there a valid reason to change how your character interacts? Make the change appropriately.
Develop goals based on your background and use that as the anchor for what you pursue and how you pursue it. Look at what drives you as a person and adjust that to how your character acts. This is where role-playing allows you to be adopt a different personality.
In spite of all that I say here, the most important question is: Is this fun for me and for the other players? Make sure what you do and how you play is not a distraction for other players.
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Wer mit Ungeheuern kämpft, mag zusehn, dass er nicht dabei zum Ungeheuer wird. Und wenn du lange in einen Abgrund blickst, blickt der Abgrund auch in dich hinein.
I did indeed try to write my story as a narrative, but this is actually want went into the Character Sheet:
- Frugal: infancy in poverty teached him the value of money.
- Likes drinking, but normally gets sleepy very fast when drinking. Old man used to induce him to sleep with alcohol as child when he wanted peace and quiet.
- Small and thin for his age. Mostly due to nutrition deficiency. (weight should increase slowly as time passes if money is good enough).
- The world is novel: he spent years locked into a room studying. Takes pleasures in the simplest things.
- Values friendship, and would risk life and limb for a friend, since never had one his age.
- Due to his strange education, not sure what's exactly normal or not. Is self-conscious of this.
- Completely inexperienced: knows the theory of magic, but has very little practice. Will need guidance on how to use it effectively in battles.
Also, one of the things my DM commented after reading the backstory is that Curiosity should be a character flaw. I never thought about it while writing, but it just made sense, so I assimilated it. And yes, having a more detailed backstory is helping me making decisions. Last session finished with my char telling the others he will try to help a banshee (the others obviously think it's a bad idea though... but time was up so we'll play another session later).
Usually, what I suggested is to prepare the background of your character as detailed as you like. But at the start of the campaign you share just a short version of your background.
Other details of the backstory may come up during the rest of the campaign.
I have to agree with Filcat. Maybe not a short version, but a paragraph and bullet points that can be exploited. And then let the DM take it as they will. For example:
My warlock/fighter character: His backstory was his family sold children's souls to devils, he burned down his house as a distraction to escape (his secret shame), and seeks to redeem himself. As the story progressed it came to light (via the DM) that his brother had survived, embraced the power, and became a recurring villain (though gods know we tried to end him). It also ended up that, during his fighting years (i.e., the early leveling), he had slain a dragon and rescued a scholar. That scholar ended up as a fellow PC that he ended up close to because he felt some responsibility for freeing him into a world that he didn't know (i.e., kept the party together rather than continue on my own redemption quest alone). Just bullet point details that my DM (and another character) were able to exploit and expand to make a fuller, richer backstory.
On the other hand, I had a dwarven cleric who had gone out to see the world and help where he could. He was a cleric, diplomat, and historian, but had done little adventuring (hence his low level). It was time to make the pilgrimage home, which is how he joined the (seafaring) party. His age and knowledge came up occasionally on rolls (i.e., he knew this cultural knack because of his travels, not as athletic because his jumping years were behind him, etc), but otherwise the DM left his backstory alone since the quest to get home was the important bit. (FYI, he didn't make it. Instead of finishing his pilgrimage, he chooses to stay in a place that could use his guidance and wisdom--sacrificing his chance to go home to honor what he believes his god would want in this instance).
Both had equal detail and plot points for the DM to use. And I loved both of these outcomes equally.
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Hello,
I am playing my first D&D campaign and when trying to come up with a character background I ended up thinking that a single paragraph was too small for the character I wanted to have. I ended up creating Milo, the good necromancer. The inspirations for the way I interpret this character are Norman (from Paranorman), Chopper (from One Piece) and Bilbo (from the Hobbit).
https://docs.google.com/document/d/1gcEq9Lq5ptHC48mZ1rGvxmXe71UBqRy6eHWemQOxcKA/edit?usp=sharing
What I tried to put into this backstory were things like: who do I want my character to be, what are his ideals and why is he doing this, maybe give some points to the DM about future intromissions into the story (Milo has a brother that he does not know where he is. I also wrote his brother's backstory, but I won't share it here because it is, in theory secret since neither Milo nor the other players know about it). And I wanted to experiment writing, which is something that I normally don't do in my daily routine.
Anyway, since this was my first one and I'm new do D&D, I'm not quite sure what sort of liberties I can take with a story (for example, for my second char, I wanted to create a Halfling that knew Common, Draconic and Elfish instead of Common and Halfling, is that possible even though the core ruleset specifies the starting languages for each race?)
Also, I created this character blindly, and my idea for him to be incredibly good to create a harsh contrast with his magic, which is frowned upon. However, my party is not composed on very good characters, with two characters that I can only describe as extreme sociopaths, so I'm searching for ways to justify being with them.
Example of an interesting situation: to enter a place and destroy some artifact in our last adventure, our party had to hire a burglar. In order to hire this burglar, one of the party members promised the treasure that is within this place. The problem is, we know there's a highly possibility that this treasure is cursed. I didn't tell the burglar as soon as I met him about this because I didn't remember at the time, and I don't want to become that boring character that does not allow them to be anything fun. So I'm still not sure how my char would handle these situations.
Thanks,
I always encourage my players to submit long character backgrounds. It doesn't only have to be an outline of your character, you could compose a written story from his past; tell a tale of an important event or how he became who he currently is. As for liberties, I would suggest sticking by what the character creation allows or distributes to you, else clear it by your DM for approval.
I enjoy the contrast of your character's morals vs skill set. You'll find that many players average far from 'good' and it can pose challenges when you align yourself in that manner. You are a character and play to that character's ethics & nature - things have a habit of working themselves out. Just be true to who you're creating. As in your example, maybe you should act truthful and try to help where you can. This could easily develop into interesting game play as other players work to tiptoe around flat-out lying, or persuade NPCs around you. Either way, don't sacrifice your character's demeanor to make the party "work", introduce yourself slowly and see where things go. Have fun with it.
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I feel that a backstory is a good base for role-playing a character. I think that if it is done properly, it will give the player direction when various situations occur. Alignment is a crutch in my mind that does not take the personality, or background, of the character into account.
I always start with a background and how it will shape my character and interactions. As an example, I had a ranger that did not want to attract attention. This was based on his father telling him to keep a low profile. I would deflect praise whenever possible.
I agree with Tobi_Cain that spending half the night reading a story about what your character ate for breakfast for the last 18 years (or more, depending on race) is a bit much, but knowing why the character won't eat rothe treacle is important.
You may not even need to share the background with your DM as long as you stay true to it. Is there a valid reason to change how your character interacts? Make the change appropriately.
Develop goals based on your background and use that as the anchor for what you pursue and how you pursue it. Look at what drives you as a person and adjust that to how your character acts. This is where role-playing allows you to be adopt a different personality.
In spite of all that I say here, the most important question is: Is this fun for me and for the other players? Make sure what you do and how you play is not a distraction for other players.
Wer mit Ungeheuern kämpft, mag zusehn, dass er nicht dabei zum Ungeheuer wird. Und wenn du lange in einen Abgrund blickst, blickt der Abgrund auch in dich hinein.
― Friedrich Nietzsche
Uhmmm, thanks for all the answers.
I did indeed try to write my story as a narrative, but this is actually want went into the Character Sheet:
- Frugal: infancy in poverty teached him the value of money.
- Likes drinking, but normally gets sleepy very fast when drinking. Old man used to induce him to sleep with alcohol as child when he wanted peace and quiet.
- Small and thin for his age. Mostly due to nutrition deficiency. (weight should increase slowly as time passes if money is good enough).
- The world is novel: he spent years locked into a room studying. Takes pleasures in the simplest things.
- Values friendship, and would risk life and limb for a friend, since never had one his age.
- Due to his strange education, not sure what's exactly normal or not. Is self-conscious of this.
- Completely inexperienced: knows the theory of magic, but has very little practice. Will need guidance on how to use it effectively in battles.
Also, one of the things my DM commented after reading the backstory is that Curiosity should be a character flaw. I never thought about it while writing, but it just made sense, so I assimilated it. And yes, having a more detailed backstory is helping me making decisions. Last session finished with my char telling the others he will try to help a banshee (the others obviously think it's a bad idea though... but time was up so we'll play another session later).
Anyway, thanks for all the tips!
Usually, what I suggested is to prepare the background of your character as detailed as you like. But at the start of the campaign you share just a short version of your background.
Other details of the backstory may come up during the rest of the campaign.
I have to agree with Filcat. Maybe not a short version, but a paragraph and bullet points that can be exploited. And then let the DM take it as they will. For example:
My warlock/fighter character: His backstory was his family sold children's souls to devils, he burned down his house as a distraction to escape (his secret shame), and seeks to redeem himself. As the story progressed it came to light (via the DM) that his brother had survived, embraced the power, and became a recurring villain (though gods know we tried to end him). It also ended up that, during his fighting years (i.e., the early leveling), he had slain a dragon and rescued a scholar. That scholar ended up as a fellow PC that he ended up close to because he felt some responsibility for freeing him into a world that he didn't know (i.e., kept the party together rather than continue on my own redemption quest alone). Just bullet point details that my DM (and another character) were able to exploit and expand to make a fuller, richer backstory.
On the other hand, I had a dwarven cleric who had gone out to see the world and help where he could. He was a cleric, diplomat, and historian, but had done little adventuring (hence his low level). It was time to make the pilgrimage home, which is how he joined the (seafaring) party. His age and knowledge came up occasionally on rolls (i.e., he knew this cultural knack because of his travels, not as athletic because his jumping years were behind him, etc), but otherwise the DM left his backstory alone since the quest to get home was the important bit. (FYI, he didn't make it. Instead of finishing his pilgrimage, he chooses to stay in a place that could use his guidance and wisdom--sacrificing his chance to go home to honor what he believes his god would want in this instance).
Both had equal detail and plot points for the DM to use. And I loved both of these outcomes equally.