Chapter 3: Heroes Background and
personality
Ever finished building your RPG character and wondered, "How can I
make this a character of depth and substance?" A back-story or biography
for your character is the easiest way to transform her or him from a
two-dimensional figure to a fascinating and inciting hero (or maybe villain!).
Hopefully, this guide will help you in the process.
BACKGROUND
There are of course no hard and fast rules about
background development. Much depends on the world the GM presents and any
limitations imposed. However, to help you get started, this section presents a
detailed list of background elements that can really flesh out your character.
Of course you aren't required to address every issue here, and it's certainly
possible to build on your narrative over time, filling in details as you go.
As a general rule, try to be dramatic but not over the
top. In the long run, it is more interesting to have weaknesses, barriers
to overcome, and difficult goals to fulfill than to have abundance, power, or
effortless strength (this last note is just as, if not more important for
Game Masters).
If you already have your personality traits worked out
use the background to develop why your character is the way he or she is. If
you don't have Part I done yet, you can start with your background and then
develop personality traits that fit the narrative.
Brief Background
Perhaps you just want a few verses, not the whole
book. Okay, here is a suggested list of items that should be enough to give
your character a good brushstroke background.
·
Birthplace: name,
size, location
·
At least one
mystery, conflict, or significant past event
·
Your adventure
trigger
Birthplace
·
Name
·
Location
·
Size
·
Geography (e.g.
desert, plains, tropical, mountainous, tundra, forest, island, etc)
·
Industry
·
Local
government/nobility
General character, what it was like (e.g. hospitable,
communal, ugly, sleepy, dangerous, educated, commercial, pious, stuffy, fun,
historical, youthful, political, upscale, transient, depressing, laborious,
etc.)
Family
Father, mother, siblings, other relatives in your
household growing up. If you didn't have a "traditional" family, what
did it look like—explain what was different. E.g. maybe you grew up with a
gaggle of urchins learning how to pick pockets for a local gang.
·
What did your family
do to earn a living?
·
Socioeconomic class
(e.g. nobility, gentry, merchant, peasant, serf, slave, etc.) Compared to
average, how wealthy was your family? What kind of influence did it have? What
kind of connections to power centers did it have? Did this change over time,
and if so why?
·
What was your
family's reputation?
·
Any family myths,
curses, or legends?
·
Were you raised by
someone other than your biological parents?
·
Do you know anything
about your extended family and your relationship with them?
Professions & Crafts
Most player characters are adventurers of one sort or
another by profession. Giving up a home life to go around trudging through
ancient dungeons and fighting dangerous creatures is not a full time job (it
takes a certain kind of unusual personality) it is very probable that the
player character will want to return "home". So, as a rule of thumb,
many characters will have learned something of a craft or profession well
before they hit the adventuring trail. At the same time, some professions can
make for interesting adventuring motivations. There are many possibilities, and
this list is far from complete. In such a case, there's a lot to consider:
·
Where did you train,
and who did you work with—the family or someone else?
·
Being a journeyman
can require a contract with a master—did you break it to go adventuring?
·
Were you part of a professional
guild (or still)?
·
What drove you to
leave the profession?
·
Was your profession
a family business?
·
How successful were
you in business?
Significant past events
Anything, even something small, can change you in
major ways and lead to interesting game play. You can always look at your
personality traits and come up with reasons why you're that way (an example:
your Primary Motivator is Liberation because you were sold into slavery until
you managed to kill your owner in the night, swearing that you would forever
help free anyone in bondage). The possibilities are endless.
Family-related events
·
Did your father tell
you a dark family secret?
·
Any unusual
problems, deaths, illnesses, or trauma? E.g. did the landlord throw your family
into the street?
·
Were your parents or
yourself taken into slavery?
·
Or did something of
great fortune happen?
·
Were you taken far
away from your family for some reason?
·
Were there any
interesting traditions, celebrations, or holidays in your family?
·
Did you ever fall in
love or have a serious relationship?
·
Do you have a spouse
or any children of your own? Where are they now?
Personal events
·
Were you ever really
sick or injured?
·
What kind of
education did you have, if any?
·
Were you ever
betrayed?
·
Did you find a magic
item buried in the woods? Or did a rabbit suddenly start talking to you?
·
Were you ever dirt
poor or filthy rich for a brief time?
·
Did you ever commit
any crimes, or be falsely accused of one?
·
Did something happen
that revealed an unusual talent?
·
Did you do anything
interesting, like travel with a performing troupe, join the military, serve the
local nobility, or jump a trading ship for a year?
·
Were you ever active
in a church, religion, cult, or secret order?
·
Did you ever have a
chance to show leadership, such as leading a local rebellion, founding a school
or animal sanctuary, being elected mayor of your small village, etc.
·
Did anything really
funny ever happen to you? Embarrasing stories can make for great tavern
entertainment.
Notable individuals
·
Any strangers come
through town that gave you an unusual gift?
·
Did a fortune teller
predict something strange and unlikely?
·
Was there a nearby
hermit that taught you about herbs or other lore?
·
Any local clergy to
influence your religion?
·
Did you ever have
any mentors or patrons before adventuring?
·
Did you form any
close friendships while growing up or in early adulthood? Is there anyone out
there that you can really trust or look to for help?
Mysteries
Mysteries are great opportunities for role-playing and
help keep your character interesting. They can provide the GM with ideas for
sub-plots or even whole adventures, so be sure to let her know what you come up
with. The ol' amnesia hook is discouraged unless you can come up with a really
good story to support it. Some good mysteries could be:
·
Who murdered my best
friend?
·
Who is my real
mother?
·
I had a strange
vision when I was ten—what did it mean?
·
Why do I keep having
recurring nightmares about a flaming sword?
·
One morning I woke
up with this strange mark on my chest
·
Why does the full
moon fill me with dread?
·
What did that
cryptic prophesy given by an oracle mean?
·
Why did the king
grant 100 acres of land to my father 20 years ago without an explanation?
·
Every now and then I
think I see strange creatures out of the corner of my eye—what are they?
·
Just before he
disappeared, my father gave me a magical box that I can't open.
·
A black cloak
appeared one day in my room; I don't know who put it there or what it's about
·
I was drinking one
night at the local tavern and the next thing I remember I was alone, naked, and
lying on a stone altar in an outdoor temple dozens of miles away
Existing Conflicts
It is possible to have ongoing conflicts in your
character's life. Such conflicts are often between individuals, but they can
also be between groups and institutions (such as another village, church,
guild, school, family, or the law). You can add other details, like if you are
mainly out to get them, or they you, or if the antagonism is mutual. If you
choose to have a pre-existing or ongoing conflict, create the circumstances
surrounding it:
·
Who exactly is the
conflict with?
·
Why does the
conflict exist? What happened?
·
Why can't it be
worked out?
·
How do you think it
will end?
·
What are the
emotions surrounding it—hate, jealousy, vengefulness, grief, bitterness,
regret, fear?
What triggered adventuring?
Even if you don't answer many other questions about
your background, this is a good one to know. Any of the background items above
can also be your adventuring trigger. But if you're still not sure, here are
some ways to explore the essential question—how did you happen to take up a
sword and go looking for trouble?
·
Was it a thoughtful
decision to leave your house or did circumstances compel you? Why did you make
that decision or what circumstances pushed you into it?
·
If you left home,
what set you off? Are you looking for something? Or...
·
trying to accomplish
anything? Or...
·
was it wanderlust?
Or...
·
seeking fame and
fortune? Or...
·
trying to walk in a
parent's or sibling's footsteps?
·
If you want to
become a fighter, you probably already have some minimal training with a
sword—where did you get it and how did you learn to use it (friend, a job,
parent, military)? If you want to be a cleric, did you get "the call"
from a deity, or were you indoctrinated into a religion?
Think about it this way—if the very first place you
get to on your adventure is a pub and someone asks "so, what brings you
here?" an honest answer to this hypothetical question would be based on
your trigger.
Initial possessions
Do you own anything other than what you are wearing
and what's in your satchel? Do you have a family home, or own land? Also, don't
just think about adventuring equipment—look at your hobbies, quirks, and craft
skills above and think if you might have items related to those things.
Bound duties
Are there any outstanding obligations or oaths that
you need to fulfill? Any unusual debts? Is anyone looking for you for deserting
service or a contract, or for some other reason? Did you make a promise to your
family or friends?
Comments
Post a Comment
The language of the posts must be in plain English in order to be allowed due to the fact that people from different countries cannot converse in the mother tongues.