Don’t Fill Out Your Backstory

Okay, so this title is admittedly a little click-baity, but just hear me out. Do I think you should have a backstory? Absolutely. However, I think that it is important for players to leave room for their Game Masters to weave their story through the backstory of each character. It is my opinion that all roleplaying is, at its heart, designed to be cooperative storytelling. If this assumption holds true, I will argue that the cooperative storytelling element ought to include the creation of the character backstory. If the player and the Game Master both have a hand in the character’s backstory, both become more invested in it; whereas if the backstory comes from only one source, the Game Master may have difficulty weaving it into the story.

Setting Expectations

Before you even start trying to plan out your character, try to meet with the Game Master to get an idea of what the campaign will be about. This will make it much easier to craft your backstory to fit into the story the Game Master is trying to build. You should also get with the other players and let them know some of the elements of the character that you are planning to play to make sure it will gel with the other characters. No one wants to feel like the odd man out in a campaign. [Though sometimes it is fun to play the straight-laced character when everyone else is playing some flavor of silliness or vice versa; this can set you up to play the foil to the other characters and can create some great opportunities for witty banter and fun roleplaying.] This is also a great opportunity to tie your character’s backstory to that of another character. Perhaps they are a rival, or a childhood friend, or maybe something even more.

Creating the Arc

I advocate for setting up arcs for your character so that they have a path that they can grow into. Not everyone agrees with me on this point. Many players want their characters to grow naturally. So why is mapping out your character arc ahead of time important? I am a proponent of the idea that art imitates life and roleplaying, a form of storytelling, is a form of art. Heroes in real life and in the great stories often begin the tale with their fair share of flaws and from these flaws they change, evolve, and grow into something more as they undertake the hero’s journey. Whether they intend to or not, players have goals for their characters and they want to see them grow and evolve. Most RPGs obtain this by using a system of leveling, but many players want to see their character grow beyond where they started and complete their own heroic journey. As a player, we have expectations to see this growth. Wouldn’t it be easier if you helped provide the Game Master a road map or at least a destination for where you want your character to end up? This should be only a few bullet points or a brief description. For example, you could write the following: My character is going to start off as a mercenary who is only in it for the coin, but by the end of the campaign I want to see her grow into something more. Or My wizard is obsessed with mastering the arcane arts, but by the end of the campaign I would like to see him learn that there is more to living than can be found in his dusty tomes.

Working Together to Build Hooks

Ideally, you should work with your Game Master directly, this way the Game Master (who knows the story best) can help you tie your character’s story more directly to the plot. This will help you to be more engaged with the story. As the plot progresses you can always meet with the Game Master and add points to your growing backstory. When you craft your backstory, intentionally leave hooks for the Game Master to work with. Instead of filling out each minute detail, leave it open as to why (for example) your family lost favor with the court due to your direct or indirect action. Perhaps this will even lead to the Game Master having a midsession flashback, focusing on your character.

Hooks

These hooks could include: A missing family member, a mysterious rival, a family secret, a scorned lover, or a mysterious origin. Take this for example: My character was born with raven feathers instead of hair and was left at the foot of the local monastery. After some time, I was cast out after a rival framed me for a crime that I did not commit. I have recently discovered that I have a unique power that I do not fully understand, nor can I fully control it. It is my goal to learn about my mysterious origin and right the wrongs done to me.  This raw clay is what Game Masters love to work with. Lots of questions and few answers. No named characters. Very open-ended. Game Masters so often fashion plot hooks for their players, should we not as payers offer them the same courtesy?

So, as I wrap up here I guess this blog post should have been called: Don’t fill out your backstory completely because it might not fit into your Game Master’s world but instead try to work with them to fill it out and you will both have a better time. But that isn’t nearly as catchy is it? 😉

‘Til next time,

Take heart!

Karington Hess

Game Master and Founder of Open Heart Games

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Mistakes Were Made. . . So Now What?