Backstory 201: 7 Tips & 1 Alternative for Great Backstories - Playing RPGs

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Hello, Internet! Seth Skorkowsky,  and a few years back I did a video on   Crafting Character Backstories, going over  various tips and ways to approach and use   backstories in your tabletop role-playing  game, for both players and for Game Masters.   And because that's a subject that really has a  lot more than just a single video can cover on it,   it's time to revisit and expand on that topic. So using our first video as our foundation,   I've retitled that one as Character Backstories  101, making this our 201-level video.  As before, this video is not directed at  any one role-playing system. So whether   you're playing Dungeons & Dragons, or Call of  Cthulhu, or Edge of the Empire, whatever it is,   that really doesn't matter for this. Now some games have backstory elements   that are built into the Character Creation System.  And if your game has that, then great! Maybe you   can use some of these tips to expand on that. Many  of the ideas that I'm going to be offering I have   blatantly stolen from various role-playing  games that I've played over the years.  First: Name the Characters In Your Backstory.  This one seems painfully obvious. But it's   amazing how often players forget to do this.  If your character has a sister, name her. If   they were trained by a mentor, or have an enemy  from their past, go ahead and give them a name.  If they grew up on a ship, either sailing  the seas, or flying across the galaxy,   tell us what its name is. Simply stating that your character has a   sibling, and that you both grew up on the streets  until a master thief took you under his wing,   that isn't likely to get as referenced  in the game by you or by the Game Master   if none of those characters have names. If they're not important enough for you   to name, then they're not going to be seen as  important enough to remember and use later on.   Characters or places that are named  feel more important and memorable for   both the player and for the Game Master. In the last video, I talked about giving   your Game Master a copy of your backstory.  And I stressed that it shouldn't be any   longer than what the Game Master asks for. Giving them a 20-page epic when they only   asked for a single-page synopsis is all but  assured that your GM is not going to read it.   And if they do read it, it's not going to be as  easy for them to reference and therefore use.   So make the Backstory easy to reference. For example, let's say that this is my   character's backstory. It's written out  across two pages, much like a short story.   And while it might make for good reading, this  isn't laid out in an easy-to-reference way.  Rock music blares as you step into the  smoke-filled bar. People sit at the various   tables, some of them talking and laughing loudly,  while others kind of huddle close together and   whisper, their hands passing palmed items to  one another. Several pool games are going on,   but one of the tables looks like it's empty. A few  people stand before the stage watching the band.  This is Red Blade territory, so I'm gonna look  and make sure I don't recognize anyone here.  And I got an 18 on my Perception. You don't recognize any of the Red Blade gangers   here. But across the room you notice somebody that  looks a little bit familiar. His back is to you,   but then he turns his head to say something to  a waitress and you recognize him as, um... um...  Who? Hold on, I know it is in here somewhere.  Which one do I see? It's that guy. The one from before.  Which one? Am I missing a page?   I think... Hold on. I think it's in this  paragraph somewhere. Just give me a second.  So here we have a Game Master who's wanting to  use an NPC from a character's past and backstory,   but because that name has been lost in a  wall of text, the Game Master isn't able   to easily find that, and now the game  is stalling. So here are some ways to   prevent that from happening in your game. First, there's rarely a need to write out   the backstory like a novel.  A synopsis is probably fine.  Bullet Points are great for  making it easy to reference.  Next, names should be put in an easy-to-spot  format. Maybe all of them in CAPS, or bolded,   or underlined. Something that I do whenever I get  a long backstory is I bold the names of important   characters because it makes them easier to  find when I'm trying to scan the page. I   might even put them in a different color. Red for  enemies. Green for allies, or something like that.   And the easier they are to find, and  therefore use, the more often I'm   going to be inclined to use and incorporate  those characters in our games going forward.  Now, Game Masters, I recommend that you go ahead  and tell your players to do this whenever you're   asking them to give you backstories. But,  players, even if your Game Master does not   ask you to do this when they're asking you for  a backstory, go ahead and do this part for them.  Also, if a Game Master says that, yes, they'll  gladly take your multi-page backstory epic,   then great. But go ahead and include with it  a short, bullet-pointed synopsis of all the   critical details. That way they can easily  reference them. This is all going to be the   core information that you need to get through  throughout the backstory. And if the Game Master   wants a little bit more elaboration on any of  those details, they can then go and read the   longer backstory that you wrote out for them.  But the more easy that you make it for them to   reference and get to that key information, the  better off that both of you are going to be.  Next, the Game Master can  overrule parts of your backstory.   I know some viewers are already typing out their  angry responses to this, but let me explain.  The Game Master is in charge of the Game  World. They know where the campaign is   most likely going to go, and they know what will  and won't be the most appropriate for the game.   So when they receive a character's backstory,  if something doesn't fit into that world   or into that story, then the Game Master  should feel perfectly okay in vetoing that.  Now they should also explain why it is  they're vetoing that. Maybe offer some   suggested alternatives that work far better  than just simply looking at them and saying,   "No," and giving no feedback or direction at  all as to what the players should provide.  And Game Master should really only use this veto  when it's really necessary, and not without some   consideration first as to how both the GM  and the player can make that backstory work.   But in the end, the Player Character and the  Backstory are really up to the Game Master's   approval. That's like Rule Zero in just  about every role-playing game out there.  Now once the game does begin, and that character  has been activated, and we're getting to play   the character, the backstory is pretty much  locked in. So, Game Masters, if you're gonna   veto any parts of the Backstory, it's best to  do that before that character is activated.  Next, the characters from your past aren't static.  Like with your own Player Character, they're going   to grow, change careers, and become something  else. The Backstory says who those characters   were in the past, but once the game starts,  the Game Master gets to say who they are now.  My favorite example of this - and I used  this before in another one of my Traveller   videos - is Lando Calrissian. Back in Han Solo's  backstory, Lando was a gambler, a scoundrel,   and just damn smooth. Then, years later, when  Han needed help fixing the Falcon's hyperdrive,   and he was searching for a safe place to land  and get it fixed, his Game Master decided to   bring Lando back into Han's life. But now  Lando was the respectable mayor of a city.  That is a big change. But it's no more  than Han's own change from being a   smuggler into a hero of the Rebel Alliance. So Game Masters, if your player gives you   a named character from that character's  past, feel free to change and turn them   into a totally different character once the  PCs encounter them, and don't lock them into   whatever role it was that they had during the  course of the Player Character's Backstory.  If the character's sibling, who they grew  up with on the street, suddenly shows back   up after many years, but they're now the wealthy  leader of a religious sect, then that is awesome.   What a great evolution of that character! And players, if your Game Master does take   a character from your backstory, and  then cast them in a totally new role,   don't resist that. Don't argue with them, or  say, "That's not how I saw that character being."   Just go ahead and lean into it. Have your  own PC ask that character, like, "How did   you end up here? What's the story behind that?" And Backstory NPCs aren't the only characters   that should be changing and evolving once the  game begins. So should the Player Characters.  The Backstory says who your character was and how  they got here. But that was also who they were   up until the game's start. Once the game begins,  the characters new experiences should add to and   alter them after that. So don't lock yourself  into the trap of who your character was is how   they're just always going to be after that.  The game is really about who your character   becomes during the course of their adventures. After a few games, your characters should have   changed. Maybe they're going to have new  Skills, Powers, or Levels. But those are   really just the mechanical changes. That's  not what we're talking about here today.  You should also consider the evolution of  the character themselves. Have their values,   or their motivations, or their personality evolved  as well during the course of their adventures?  This is one of those areas that I do think is very  important. And if you feel that your character has   had a shift in personality, as far as you What and  Who it is that they value, then a player should   go ahead and announce that and let the Game Master  know about that evolution. "Hey, three games ago I   said that my character's big motivation was money,  and that my most cherished person was my childhood   buddy. But that's not going to be the case  anymore." This can also help a Game Master really   tailor the games around that character and make  the games a lot more fun and personal for you.  Game Masters, after a few games, if your  players haven't told you how their character's   personalities have changed, maybe it's that those  players just haven't considered that portion yet.   So go ahead and ask them how their characters  have changed. Go ahead and update their Backstory   records that you have to reflect any sort of  changes that have occurred in that character.  Next, Tropes aren't bad. Tropes are familiar storytelling   aspects or archetypes. Clichés are what  we call Tropes that we're tired of,   or consider overused. So the difference between  a Trope and a Cliché is pretty much subjective.  Many gamers out there are going to staunchly  avoid Tropes, considering all of them just tired   and unimaginative Clichés deserving of scorn.  However, I disagree with that opinion. I don't   mind Tropes at all. Part of why many of us play  these games is giving us the opportunity to play   some of our favorite Tropes that are out there. So if you want your character to be an orphan,   then fine. Go for it. Many of my favorite  fictional characters were orphans as well.   You want to play an elven archer because you  read or watched Lord of the Rings and you thought   Legolas was awesome, then cool. I did  that for my first D&D character, too.  Not everything needs to be totally original,  or something that no one has ever seen before.   Often, the reason that nobody's seen that  before is because it's kind of a bad idea.  Now that being said, while I don't mind Tropes,  don't feel yourself becoming limited by them.   I still want to have a unique character. I want  YOUR character. So go ahead and mix it up as far   as what Tropes it is you want. Give us a little  bit of a mix-n-match, or try something new here.   Go ahead and make it YOUR character. Tropes  are meant to flavor the PC, not define the PC.  And whatever you do, do not make  a clone of an existing character.  So if you want to have an orphan that  becomes a wizard, that's perfectly fine.   But don't hand me what's clearly a Harry Potter  knockoff, complete with a dark lord, facial scar,   wicked and uncle who lock 'em under the stairs,  glasses, maybe the ability to talk to snakes.  If your character is exactly like Legolas,  then I don't want that character in our group.  The reason isn't because I require a  totally original character and backstory,   but if a player is trying to play Drizzt, then  they're essentially locking themselves into   the path of Drizzt, railroading themselves before  the adventure even begins. And clones rarely grow   beyond the characters that they're trying to copy. So while drawing inspiration from your favorite   characters and Tropes is fine,  make the character your own.  The reason that I mention this, and I'm kind  of going off on Tropes the way that I am,   is it's a response to a common internet  advice that I've encountered, as some   online personality disdainfully puts down "tired  Clichés that they've seen a hundred times." Which,   yeah, sure, maybe they've seen those  100 times until they consider it Cliché,   but your group might not have seen those  before. So it's not going to be a Cliché to you.  So don't feel that you have to avoid  Tropes. Just don't be limited by them,   or don't even feel obligated to play a Trope if  you don't want to. That's perfectly fine to do.   But if someone, who's not even in your group  that you're playing with, considers something   that you're playing to be a tired and overused  Cliché, then really, that's their problem.  Next, consider linking your Backstory  with the other members of the party.  For many campaigns, the opening scene is the  characters all getting to meet one another.   Maybe in a bar, or a jail cell, or something like  that. Then we go through the motions of learning   to like one another's characters, or even trying  to figure out why these characters would all be   hanging out with one another in the first place. But is there a reason that your characters can't   begin the campaign already knowing  one another, or being family members?  So go ahead and talk with your Game Master  and the rest of your group about that,   and consider incorporating one another's  characters into each of your Backstories.  This is something that other games  like Traveller and Kult include in   the Character Creation process, where we're  given the option to link characters together,   meaning that the game begins with them  already having an established bond.  Maybe they went to school together. Maybe they  served in the military, or they did time together.   Maybe a common interest introduced  them to one another years before.   Maybe they share some sort of dark secret, or  sort of hidden goal that they have in common.  And if the Player Characters do know each  other prior to the start of the campaign,   we could incorporate one aspect from the Alien  Roleplaying game called Buddies & Rivals,   which is listing who their character considers  their favorite, and least favorite PC.  This doesn't require any sort of in-game  mechanical effect. This is really just   a roleplay tool of your character's opinion  of some of the other members of their party.  Their Buddy is probably going to be the  one that they're going to offer aid to   first. While the Rival is going to be the  one they'll probably be offering aid to last.  It doesn't mean that they necessarily hate or  dislike their Rival. It just means that they're   the least favorite party member for that PC. And Buddy and Rival status doesn't have to   be reciprocated. These are YOUR characters  feelings about the OTHER PCs in the group.   So Character A might consider Character B their  best friend. But Character B considers Character   C their favorite. Now because of that, Character  A might consider Character C their Rival because   he doesn't think that she's good for his Buddy. As I mentioned, characters should be evolving.   And who their character considers their  Buddy in one adventure might not be their   Buddy by the next adventure. And whoever they  consider their Rival might eventually work   their way into becoming the Buddy of those  characters, where they kind of go from being   opposites and not really liking each other as  much, to becoming inseparable best friends.  Finally - and really what I consider  the key part of this video - is the   first thing that you need to do is ask  yourself, "What are the Backstories for?"  Now the answer to that question can  change group to group. But for me,   Backstories are about establishing the aspects  of this characters, well as some roleplay tools   and hooks. They need to answer certain questions,  and that's really what I want from a Backstory.  A long, detailed backstory that's written out  like a novel, doesn't necessarily mean that   it's helpful. So instead of asking your players  to give you a long and detailed Backstory - or   maybe in addition to a Backstory. You  could maybe just add this as well - is   to consider doing a survey of questions. Now this list can change group to group or   campaign to campaign. And I have directly stolen  many of these from several different RPGs, because   they're pretty good questions. So you don't  need to use all of these questions by any means,   because I'm about to blast out a lot of them. You  might limit yourself to maybe 6 or 8 of these. Or   the ones that you think are the most important  or the most interesting. Or you can just simply   make up your own questions that are more  suited to whatever it is that you're playing.  What motivates your character, and why? Is  it money, power, revenge, family, honor,   having a good time, what? This is a simple  question. And it is amazing for helping   a Game Master come up with story hooks.  And many long and detailed backstories,   that are more like novels than anything else,  fail to answer this very critical question.  What trait describes you? Are you  honest, distrustful, loyal, selfish,   frequently chewing your fingernails? Do you  laugh a lot, possibly at inappropriate times?   This is how you're going to roleplay this  character. And it is great for a player to think   about whenever they're trying to come up with  how they're going to make this character unique.  What is your physical appearance? When a  character meets you, what is it they see?   This just isn't your physical looks, like height  and hair color. But how does your character dress?   Is it bright and expensive clothing, or worn-out  and practical? How do you carry yourself? What is   it you smell like? Is it like crisp aftershave, or  maybe the lingering stink of cigarettes and motor   oil? Do you have any notable scars, or tattoos, or  other features that somebody would see about you?  What is your dark secret? Or what is your biggest  fear? What is your greatest tragedy? Now these   don't have to be big. Your dark secret could  simply be something that your character finds   embarrassing. But these are leverages and roleplay  aspects for both Game Masters and players to use.  Where did you grow up? And I don't mean what city  you grew up in, like, "I grew up in New York."   But what was the environment to where you grew up? Like, "I grew up in a run-down New York apartment   building with rampant crime." Or, "I grew up in  a luxurious uptown high rise overlooking Central   Park. But my parents' constant fighting meant that  I spent as little time there as possible." Both of   those, if the player had just said, "New York,"  mean vastly different things from one another.  Who are your siblings? How many do you  have? How old are they in relation to you?   What adjective best describes them? Such as, "My  athletic, younger by three years, sister Julia,   and my bookworm brother Eric  who's one year older than I am."  Who are your enemies and rivals? Give us  their names, a few details about them,   and what did they do to earn your dislike? Game Masters, depending on the player,   you might want to set a cap on this at maybe  3 or so, because some players can kind of go a   little crazy with this one. What do you hate?  Omicrons. Okay. But why do you hate Omicrons?  They know what they did. [sigh]  Who is your best friend? And if  you have no friends, why not?  Who is your hero and why? This could  be someone that the character knows,   or just some famous person  that the character knows of.  Have you ever hurt another person?  How? And do you feel bad about that?  What is your proudest accomplishment?  What is your biggest goal?  Do you live with somebody else?  Where and how do you live?  Who or what are you the most passionate about? What do you do in your spare time?   This is one of those ones that can really  round out a character as we discover some   sort of hobby or activity that the character  likes to do when they're not adventuring.  How do you feel about most people? What is your biggest flaw? How do you   feel about that? As I've said before, I love a  character that's got some flaws. And here we get   to establish some quirks or maybe different things  about the character that aren't perfect. Now these   don't need any sort of in-game mechanical effects  if you don't want it. They just really have to be   just some sort of flaw that that character has. What is your most cherished possession and why?  What is your most cherished place and why? And how did you meet the other Player Characters?  These questions can be extremely useful. Not  just for the Game Master, but for the players,   because they're forcing a player to consider all  these different things about their character.  A few months back we were making our characters  for a campaign of Kult. And one of the things   that you do at the end of that process is  you ask each of them this list of questions.  My players kind of eye-rolled  that I insisted that we do that.   We're all veteran gamers that have decades  worth of experience under our belts. But   we went ahead and did it. And it was through  the players considering and answering these   questions that we really fell in love with  these characters. Where they changed from   just being characters that are written on  a piece of paper to becoming people that we   considered separate entities from ourselves,  and people that we were affectionate about.  Personally, this list of questions - or this  survey - is far more helpful to me than just   having a simple backstory, because it goes  straight to the point and gives us all the   important details that we can use. And everything  that a Game Master wants - or at least all the   details that I want and can use as a Game Master. Now with this list of questions, the answers of   course can change over time. A character's  experience from one game is going to become   their Backstory to the next game. And  that character should always be evolving.  So both players and Game Masters should  periodically revisit these questions and   kind of look them over. And any time that the  answer to one of those changes, it should go   ahead and be noted, and announced to the GM  and maybe the other players around the table.  Now players, if your Game Master does not ask you  for this list of questions or anything like this,   feel free to do it for yourself. Because it's  really going to help you visualize and be   able to play this character as somebody that's  very unique and very different from yourself,   because now you've considered all  these different aspects about them.  For me, this part right here, is the most  important part of a Backstory. It's actually   more important than giving me a Backstory  that's written out like a short story with   all the details of your life, because this  answers the essential questions of where   your character came from, what it was that  influenced you, who your character is now, and   provides us with several interesting characters  and events and places that a Game Master can use.  Anyway, that is it for this video. Hopefully you  found something here that was helpful to you,   either as a player who's wanting to craft  a backstory that their Game Master can   use and incorporate in the game, or just a better  way of crafting a little bit of information about   your character that you can use in your game.  Because, as I mentioned in the previous video,   that most of the Backstory stuff is  really for the players to be using.  Or if you're a Game Master who's wanting to  get a little bit more out of your players'   Backstories in order to have better rounded  characters and plenty of details and different   things like that that you could use in adventure  hooks and really personalize the game for them.  Hey, thanks for watching. If you enjoyed the  video, please give it a Thumbs Up. If you want to   see some more of our stuff, such as Game Reviews,  How-Tos, or just some weird videos about beholders   and stuff, just hit that Subscribe Button. Till next time, amigos, ya'll have a great day.  Seriously, why do you hate Omicron so much? It's too painful to talk about.  Dude, please. I just want to answer the question. Answers? Well I want answers, too. And one day,   I'm gonna get them. [Sigh]
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Channel: Seth Skorkowsky
Views: 55,966
Rating: undefined out of 5
Keywords: tabletop, ttrpg, Dungeons & Dragons, DnD, D&D, Skorkowski, Call of Cthulhu, Kult, Divinity lost, Game Master, Dungeon Master
Id: fDuDDz8pKgk
Channel Id: undefined
Length: 22min 40sec (1360 seconds)
Published: Thu Oct 14 2021
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