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Backstories
Backstories are character histories that often take the form of short stories, aiming to enhance depth of character. The GM gives players some guidance, then players go and write a (sometimes multi-page) backstory for their character. I’ve done this as a player and asked players to do this in my games - there were problems.
We can do better.
Conversation
Craft the backstory together (player and GM) in real time conversation. This avoids confusion or misalignments. GMs - direct the conversation, write down questions you want answered, keep things focused.
Made to Measure
Make characters suited to the game the GM is running and based on the input they give you. Don’t port an existing character idea into the game. Craft something that fits the game and the party you are playing with.
Motivation
A character is only as interesting as the choices they make in the story. Choices are driven by motivation. What does your character want? Why?
A character having a cool sword is interesting for only a minute. If they stole the sword from a witch who is hunting them down, I’m hooked until she (or you) is beheaded.
Focus
If you need pages to explain your character, it isn’t a strong character idea. One/two paragraphs or some bullet points is enough.
Make pairs of Goals and Reasons. Only include details and NPCs when it’s essential to understand the situation.
Example: I need money - I have a debt to a gang. Then the GM and player add a few details. Who's the gang? Deadrust. Violent loan sharks, led by Karakinth. How much do you owe? 20000 creds. Why are you in debt? Family medical bills.
Make up to three Goal-Reason pairs (less is fine). ~bonus points if they’re conflicting~
Options: GMs can give players preset Goals to tie them into a theme. You need money. Then figure out why. You can also have players craft a common Goal together. We all want revenge. They can individually/collectively give the Reason.
The Best is to Come
TTRPGs are about playing to see what happens. Big backstories shackle you to them, pre-determining chunks of the game’s story and compromising the greatest strength of TTRPGs: narrative freedom.
Characters grow through gameplay and by making interesting choices. Players, like GMs, should be gardeners: come to the game with a seed, not a grown tree.
OSR/NSR games embrace this. Games like Into the Odd, Mork Borg, Cy_Borg, and Liminal Horror (free at the moment) focus on simple backgrounds and your character growing through gameplay. Games like Ironsworn even drive character advancement through goals.
That’s what’s nice about Goals and Reasons. You can update them…
You can also use them to fuel connections between characters, which I’ve written an approach to here.
For leaner and meaner backstories, try using this Goals-Reasons framework in your games. Let me know how you get on!
~Psst. If your table enjoys gobbling up a novelette per character, knock yourself out. Your GM is more patient than me.~
Characters having motives/reasons to act in the world is essential imo. No amount of character history can replace that.