Deleted
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Post by Deleted on Nov 30, 2015 5:15:26 GMT -8
Backstory establishes who you are and allows others to empathize with the decisions you make if they are allowed to be aware of it. It's important that you backstory not be a setting bible that never sees the light of day, but something that keeps bubbling up through the cracks. While having a bible of info helps to inform how the character or setting works, it is more important that everyone else gets that information. You can't just pass out your document and expect people to read it or care though, as that doesn't work, so what should you do to bring your information to light?
My preference is to use techniques that allow me to make a reveal that not only informs the players, but also their characters. I love flashbacks, the problem is they need to involve or be witnessed by the characters as well as the players. Certain situations make this easier, such as the existence of telepathy, but are not strictly needed. NPC's telling embarrassing stories about the PC can serve just as well and don't require any specific setting element.
What is your favorite way of involving character back stories and how much of a role should the player have vs the GM in bringing the information to the table? Do you wait for a GM prompt or jump in with a, "aw shit, I thought I ditched that guy two towns ago. Wait, don't look!" ? I fall on the side of doing my own dirty work as a player. Do you think such narrative control from a player could fluster an unprepared GM, or should a healthy dose of Yes& apply?
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Ed from Minnesota
Apprentice Douchebag
Professional Gaming Slut
Posts: 56
Preferred Game Systems: See status.
Currently Playing: What is... "playing?"
Currently Running: Shadowrun, D&D 5th, Torg via Savage Worlds, HERO, Gurps One-Shots, CoC One-Shots
Favorite Species of Monkey: Monkey See. No wait... Monkey Do. Doo?
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Post by Ed from Minnesota on Dec 7, 2015 21:01:49 GMT -8
I think the majority of backstory should come from the players, not the GM. When it comes from the GM, it is very easy to become part of the book the GM is writing. A few suggestions are fine, but let the players take it and run. I recently ran a Con game of Call of Cthulhu, and the main characters were all brothers. I gave them total control, and within a few minutes they had their background up and going. Admittedly, these were very good players and it wasa joy to watch. But had they not been prepared to do the work themselves, all I had planned for suggestions to them were a few 'are you going to let your little brother tell you what to do?' type of comments. The GM is not there to tell the characters what to do, s/he is there to guide the story results.
Or, to summarize, heavy on the Yes And.
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Post by uncommonman on Dec 9, 2015 7:07:57 GMT -8
I like the blank slate approach.
Start out with as limited backstory as is possible and expand as your character evolve.
This can be incorporated in some systems as advantages/drawbacks as long as the GM allow this.
Say for instance that all characters have 4 drawbacks and two advantages and is forced to determine at least one per session.
This helps the in group dynamics, the flavor and the depth of all characters.
It also makes cross character connections easier since it comes out more natural.
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tomes
Supporter
Hello madness
Posts: 1,438
Currently Running: Dungeon World, hippie games, Fallout Shelter RPG hack
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Post by tomes on Dec 10, 2015 12:02:06 GMT -8
I like the Dread system approach: Leading questionnaires.
"Who caused you to leave your elven homeland? How did you feel after hearing about their death?"
"Which <dwarven clan> created your <trademark weapon>? And yet why do you disdain them?"
In cases like this you give the player flexibility in their answers, but you are still leading them a bit. You, as the GM, do not have a specific story in mind, but are sort of forcing an issue or person or thing to come to the foreground, and get explored.
I'll add that I normally write this with the PC in mind, after they've at least given me some semblance of basic backstory... but this works even if they haven't (but at least have something to work with, like a race, class, skills, equipment, birthplace, etc.)
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The Arkansas Guy
Initiate Douchebag
Posts: 10
Preferred Game Systems: D&D 5e, World of Darkness (Forsaken), Star Wars Saga.
Currently Playing: D&D 5e, Star Wars Saga
Currently Running: D&D 5e
Favorite Species of Monkey: Howler
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Post by The Arkansas Guy on Oct 4, 2016 14:49:44 GMT -8
Hello, currently obsessing my way through season 5 but I have a question. Has Happy Jacks ran a contest for best backstory yet? The episode I'm listening to has a bunch of min/maxing shaming (haha) but I thought it would be fun to see who could come up with the best background.
There could even be separate categories:
1. Most macabre/morbid aka most likely to appear in chicken soup for the soul. 2.Most action packed 3. Most cliche 4.Most doucheiest? 5. Most inspiring 6. Biggest tear jerker etc..
What do ya'll say?
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sbloyd
Supporter
WHAT! A human in a Precursor service vehicle?!
Posts: 2,762
Preferred Game Systems: Storyteller; Dresden; Mage
Favorite Species of Monkey: Goddamnit, Curious George is a CHIMP not a monkey! Stop teaching my daughter improper classification!
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Post by sbloyd on Oct 5, 2016 17:50:17 GMT -8
Ooh. The "Let me tell you about my character" contest. I know which one I'd do: Gabriele, the Tremere from Probie Tim's Vampire game. That poor girl was messed up six ways from Friday.
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