Results 31 to 42 of 42
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2014-11-13, 05:15 PM (ISO 8601)
- Join Date
- Aug 2014
- Location
- THE VOID
- Gender
Re: Getting a meaningful backstory from players
I think backstories are important to the game, but that's more just because no character comes from an utter vacuum. As a GM, you've got to give me something to work with then a bunch of numbers on a page. At the same time, it's rather pointless to try and tease an elaborate background from a player who clearly isn't interested. So the question becomes, how can we make it a painless process tolerable to both the roll-players and the would-be thespians of the party?
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2014-11-13, 06:26 PM (ISO 8601)
- Join Date
- Mar 2005
- Location
- 61.2° N, 149.9° W
- Gender
Re: Getting a meaningful backstory from players
Dwarf Fortress.
Download, unzip, run, create world, start playing: fortress mode, embark anywhere, play now, u, z, z, enter, screen shot, print screen shot.
Optional: cross out references to name, species, and gender. Add your name, species, and gender.
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2014-11-13, 06:39 PM (ISO 8601)
- Join Date
- Jul 2014
Re: Getting a meaningful backstory from players
Ya know i used to do that in the first few years of 3e. But over and over again unless it happened within the first session or two the player in question didnt even notice that I used a part of their story, or if they did they didnt act on it at all. So after awhile I decided the whole thing was just more hassle then it was worth for everyone and put all my effort in the ongoing campaign rather then background stuff.
Last edited by Nagash; 2014-11-13 at 06:40 PM.
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2014-11-13, 07:21 PM (ISO 8601)
- Join Date
- Dec 2012
Re: Getting a meaningful backstory from players
Exactly. In my experience if you force people who don't care to fill out a background questionnaire, they'll treat it like homework, fill it out as fast as possible and never recognize when it's being referenced.
The groups that would do it with the right intentions probably don't need homework to prompt them to do it in the first place.
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2014-11-13, 07:55 PM (ISO 8601)
- Join Date
- Jun 2014
Re: Getting a meaningful backstory from players
My players are pretty good at writing a backstory, so this hasn't been a problem.
I require at least a minimal amount of backstory:
a 1-2 sentence description of your character.
1-2 motivations: Why are you an adventurer.
1-2 contacts: What people/organizations have you made some kind of contact with.
1-2 connections with the other party members
I then tell them, this is your chance to add anything you can imagine to the campaign. Assuming you don't abuse this rule, I will, somehow, work anything you come up with, into the campaign.
Additionally, more backstory allows me more hooks, and more direction. So your character will likely have a slightly higher main role.Last edited by sleepy hedgehog; 2014-11-13 at 07:56 PM.
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2014-11-13, 08:14 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- The DownUnderdark!
- Gender
Re: Getting a meaningful backstory from players
If they are not big on pre-made backstory then just add some back story on the fly as the game progresses.
for example;
DM: As you are leaving the market a familiar voice calls out to (Player A) from the crowd, it's some one from your past....who?
Player A: What?
DM: Who is this person from your past?
Player A: What do you mean?
DM: What is this persons relationship to you, who are they?
Player A:... er.. an old friend?!?
DM: Excellent! Whats their name?
Player A: ... er ... Dave?
DM: Yes! its Dave your childhood friend! But you haven't seen him in since the Event! so... what was the even Player A?
Player A: er...i... i don't know... um... when Orc's attacked?
DM: Ahh yes! since the Orc warhost swept through your homeland! "(Player A)!" exclaims Dave, "I had heard that you were dead?!?" Dave looks genuinely pleased to see you....
and off you go from there.
You haven't tried to force them into sitting down and coming up with a solid background. They suddenly have a chunk of back story that wasn't there before. It was done in game so they are more likely to remember it. They might realize that back stories aren't so hard to come up with. And best of all, your game is suddenly a bit more three dimensional then it was a moment ago.Last edited by Kaun; 2014-11-13 at 08:16 PM.
Aside from "have fun", i think the key to GMing is putting your players into situations where they need to make a choice that has no perfect outcome available. They will hate you for it, but they will be back at the table session after session.
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2014-11-13, 08:40 PM (ISO 8601)
- Join Date
- Jun 2013
Re: Getting a meaningful backstory from players
Or if your players are the kind who may resent being placed on the spot, I've found that many don't really mind if you go ahead and invent something for them.
"A familiar voice calls out to you and you see a familiar face. It turns out to be Mark! You remember him from wrestling school, you used to have a signature move the two of you would preform in tag team matches though it's been ages since you last shared a stage."
If the player wishes they can help fill in details from there (why they haven't seen mark in so long, what the signature move is) but they're not necessary details and it doesn't really matter if they don't want to/can't think of anything for it.
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2014-11-13, 08:46 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- The DownUnderdark!
- Gender
Re: Getting a meaningful backstory from players
Aside from "have fun", i think the key to GMing is putting your players into situations where they need to make a choice that has no perfect outcome available. They will hate you for it, but they will be back at the table session after session.
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2014-11-13, 10:32 PM (ISO 8601)
- Join Date
- Aug 2014
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2014-11-14, 12:39 AM (ISO 8601)
- Join Date
- Nov 2014
- Location
- Het Heru
Re: Getting a meaningful backstory from players
If you're running a game and you ask players for a short background, since your time investment is centered around those players having a fun time enjoying a world of fantasy & adventure, they should do as you ask. GMs/DMs need to have fun, too, not just players, and part of your fun seems to be integrating PC backgrounds into your adventure.
Try telling them about Howitt's "six-questions-that-will-help-you-make-better-characters"
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2014-11-14, 01:16 AM (ISO 8601)
- Join Date
- Aug 2008
Re: Getting a meaningful backstory from players
I'd agree with these, but that remaining background is essential. The character pretty much needs a high concept (beyond species-class), and at least a little to anchor them into the game world. To use a recent example, a PC was introduced to me (as GM) as a bioweapons expert with connections to some shady organization. That's not a lot, but it's enough to work with, particularly as the character introduction scene came off very well.
I would really like to see a game made by Obryn, Kurald Galain, and Knaight from these forums.
I'm not joking one bit. I would buy the hell out of that. -- ChubbyRain
Current Design Project: Legacy, a game of masters and apprentices for two players and a GM.
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2014-11-21, 01:28 PM (ISO 8601)
- Join Date
- Jan 2012
- Location
- Alaska
- Gender
Re: Getting a meaningful backstory from players
Everyone invents and describes one influential person, place, or piece of local history. Not two, and three is right out. Then everyone has to describe their character's background, using at least three of the elements described. This cuts out both "I'm Nob. I hit things." and long novellas that I dislike.
"We were once so close to heaven, Peter came out and gave us medals declaring us 'The nicest of the damned'.."
- They Might Be Giants, "Road Movie To Berlin"