Warlocks are by far my favourite class storywise and I'm really looking forward to playing one, however, I'm still new to the game and making backstories is still kinda hard for me. I've thought two up and it would be really nice if someone could have a look at them:
PC was born into a powerful and wealthy family who've controlled their region for a long time. When PC's sisters 25th Birthday came around he learned how his family actually came to power: His ancestor made a deal with a being and now the soul of every firstborn in the family will be given to him upon their 25th Birthday. Now was the time his sister was supposed to lose her soul but PC makes his own deal with the Being: The Being shall give him his power and give him a task to complete no matter how dangerous or ridicules and if he manages to complete that task his sister gets to keep her soul. The Being agrees but says that if he fails his task, his sister will not only lose her soul but every second-born will, from then on, as well and that PC would have to become his minion for however long the Being wants.
PC is a sailor whos luck has run out when the ship he's on and it's crew sink in the middle of the ocean. As he's drowning he hears a voice that offers to save him in but in turn, PC would have to help the Being. PC agrees, mostly because the thinks it's just his dying imagination. Some time afterwards he wakes up on shore alone, completely uninjured and with his right eyes looking otherworldly. He doesn't know what the Being is or what it wants from him, he only knows that it has saved his life and that it has given him magic to do it's bidding.
I know that they're to the most original but I think that if I flesh out my PC better than that shouldn't be a problem. Also, I intentionally didn't specify the Patrons since that's something that could tie my character together with the world or other PCs.
But are those okay? I don't want to be a Spotlight Hog with making too much backstory or bore my party.
The key to good PC backstory is not to tell too much story in the backstory and let the majority of the drama and action play out in the campaign. These above examples do a very good job of leaving the character's journey open ended.
Also a fun approach towards sorcerer and warlock backstories in general is that you can approach them almost like super hero origin stories, because they generally begin with the PC being an ordinary person and ends with them having powers.
I agree the first one is far more interesting to see played out as compared to the 2nd one. You have definitely left if vague enough that if I were to have you in one of my games it would leave me a ton of room to figure out how that plays into the narrative of the campaign and to have some fun quests that focus on fulfilling that story. The second is more cliche and depending on who you play with they might connect it back to Davy Jones' crew from Pirates of the Caribbean or more likely Fjord from Critical Role. It is not that it is bad it just does not have the same emotional impact as the first one does.
Both are very good designs. Less backstory for more forestory - where the real adventure happens.
The first Warlock is a self-sacrifice to save someone else with a known, heavy burden. (Rare if we're to believe the lore.)
The second Warlock is a deal made in duress with unknown consequences. (Uncommon if we're to believe the lore.)
(D&D lore would have us believe that most Warlocks simply desire power over someone. I know of only one Warlock player who chose that route, and she plays it wholeheartedly perfect.)
Both have their merits in different play styles. The first has a more serious tone - each task an epic quest of the utmost importance - each quest also a burden (even the ridiculous requests like planting a shrubbery with a path). The second could easily go in any direction at the DM's and party's discretion - comedy, drama, mix of both - each task an opportunity of adventure of any tenor.
So, think about who your group is. Have a session 0 with them. Feel them out for the kind of participation the whole group desires - something everyone will enjoy - epic drama or possible buffoonery.
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Human. Male. Possibly. Don't be a divider. My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong. I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲 “It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
I agree the first one is far more interesting to see played out as compared to the 2nd one. You have definitely left if vague enough that if I were to have you in one of my games it would leave me a ton of room to figure out how that plays into the narrative of the campaign and to have some fun quests that focus on fulfilling that story. The second is more cliche and depending on who you play with they might connect it back to Davy Jones' crew from Pirates of the Caribbean or more likely Fjord from Critical Role. It is not that it is bad it just does not have the same emotional impact as the first one does.
Agreed. I do prefer the self-sacrifice theme in the first story.
Warlocks are by far my favourite class storywise and I'm really looking forward to playing one, however, I'm still new to the game and making backstories is still kinda hard for me. I've thought two up and it would be really nice if someone could have a look at them:
PC was born into a powerful and wealthy family who've controlled their region for a long time. When PC's sisters 25th Birthday came around he learned how his family actually came to power: His ancestor made a deal with a being and now the soul of every firstborn in the family will be given to him upon their 25th Birthday. Now was the time his sister was supposed to lose her soul but PC makes his own deal with the Being: The Being shall give him his power and give him a task to complete no matter how dangerous or ridicules and if he manages to complete that task his sister gets to keep her soul. The Being agrees but says that if he fails his task, his sister will not only lose her soul but every second-born will, from then on, as well and that PC would have to become his minion for however long the Being wants.
PC is a sailor whos luck has run out when the ship he's on and it's crew sink in the middle of the ocean. As he's drowning he hears a voice that offers to save him in but in turn, PC would have to help the Being. PC agrees, mostly because the thinks it's just his dying imagination. Some time afterwards he wakes up on shore alone, completely uninjured and with his right eyes looking otherworldly. He doesn't know what the Being is or what it wants from him, he only knows that it has saved his life and that it has given him magic to do it's bidding.
I know that they're to the most original but I think that if I flesh out my PC better than that shouldn't be a problem. Also, I intentionally didn't specify the Patrons since that's something that could tie my character together with the world or other PCs.
But are those okay? I don't want to be a Spotlight Hog with making too much backstory or bore my party.
I really like the first one
The key to good PC backstory is not to tell too much story in the backstory and let the majority of the drama and action play out in the campaign. These above examples do a very good job of leaving the character's journey open ended.
Also a fun approach towards sorcerer and warlock backstories in general is that you can approach them almost like super hero origin stories, because they generally begin with the PC being an ordinary person and ends with them having powers.
These are very cool backstories.
I agree the first one is far more interesting to see played out as compared to the 2nd one. You have definitely left if vague enough that if I were to have you in one of my games it would leave me a ton of room to figure out how that plays into the narrative of the campaign and to have some fun quests that focus on fulfilling that story. The second is more cliche and depending on who you play with they might connect it back to Davy Jones' crew from Pirates of the Caribbean or more likely Fjord from Critical Role. It is not that it is bad it just does not have the same emotional impact as the first one does.
Both are very good designs. Less backstory for more forestory - where the real adventure happens.
The first Warlock is a self-sacrifice to save someone else with a known, heavy burden. (Rare if we're to believe the lore.)
The second Warlock is a deal made in duress with unknown consequences. (Uncommon if we're to believe the lore.)
(D&D lore would have us believe that most Warlocks simply desire power over someone. I know of only one Warlock player who chose that route, and she plays it wholeheartedly perfect.)
Both have their merits in different play styles. The first has a more serious tone - each task an epic quest of the utmost importance - each quest also a burden (even the ridiculous requests like planting a shrubbery with a path). The second could easily go in any direction at the DM's and party's discretion - comedy, drama, mix of both - each task an opportunity of adventure of any tenor.
So, think about who your group is. Have a session 0 with them. Feel them out for the kind of participation the whole group desires - something everyone will enjoy - epic drama or possible buffoonery.
Human. Male. Possibly. Don't be a divider.
My characters' backgrounds are written like instruction manuals rather than stories. My opinion and preferences don't mean you're wrong.
I am 99.7603% convinced that the digital dice are messing with me. I roll high when nobody's looking and low when anyone else can see.🎲
“It's a bit early to be thinking about an epitaph. No?” will be my epitaph.
Agreed. I do prefer the self-sacrifice theme in the first story.
Darn i just started CR
You're in for a wild ride of fun, hilarity, drama, tears, WTF moments (from both players and characters), and masterful storytelling.
So I have heard, I’m only 57 minutes in the first episode, but Nott is my favorite character
Nott is a very, very interesting and deep character. Well, they all are. Enjoy the ride.
I shall