My Two Standard Fantasy Backstories
A lot of folks
like to come up with elaborate backstories for their fantasy rpg characters, but
you inevitably run into two problems:
Second, your best adventures should be the ones you have as part of the game,
not the ones you had before your career began.
Parte the Firste: The Farmer’s Tale
"You were born a farmer. Your parents are farmers. So were their parents.
Every morning, you get up in the dark and do farming all day. You plant stuff.
You feed stuff. You plough stuff. You milk stuff. You milk a fuck of a lot of
stuff. Sometimes the things you're milking kick you in the face. Sometimes,
they'll kick over a bucket so you have to milk them again. You fucking hate
milking things.
"After you've finished, you sit down long enough to eat a turnip and then
go to sleep, sore and tired, just in time to get up again, sore and tired, in
the dark, so you can go and milk shit again.
"One day, for a change, they have a harvest fair and there's a guy who's
dressed in colours that aren't shit brown and dirt brown. He sings a song about
heroes who travel to weird new places and have adventures, woo beautiful nobles
and encounter shadowy strangers. At no point are they required to milk
anything.
"Inspired, you grab the meagre handful of coins you've managed to scrounge
together. It's enough for a threadbare leather jerkin and a dented tin hat and
your dad's second-best wood cutting axe that you managed to abscond with.
"The world is strange and weird and dangerous. You don't know anyone and
the ground you sleep on is hard and cold and lumpy. You don't know what's going
to happen. Maybe you'll get rich and famous and people will sing songs about
you. More likely, the first time you meet a monster, you'll probably shit your
pants and it'll eat you whole, tin hat and leather coat and all.
Parte the Seconde: The Soldier’s Tale
The second one’s pretty much the same thing except instead of a harvest fair, a
bloke on a horse rides up and says that you have a lord and that he needs
able-bodied young people. So you jump at the chance, and they give you a nicer
tin hat and a colour-coded tunic and a long stick with a blade on it and teach
you to use it for a couple of days before standing you and another bloke next
to a bridge.
Before he leaves he goes, “If anyone who’s wearing a different coloured tunic
tries to cross the bridge, stab ‘em with the stick”, then he rides off.
So you do that for a bit, and eventually another bloke rides up and tells you
the whole lot’s over and he hands you a bag with some coins in it. Eventually,
you make your way home and someone’s burned it down and nicked everything. You
have no idea what colour tunic they were wearing.
(Art is Soria Moria by Theodor Kittelson (1881))
love it....i am really trying to make an effort not to have Orphan pcs. I used to think creating a family etc was Too Hard..and not important. so ignored.
ReplyDeleteNow, I've learned that having family, no matter in what form, creates some form of existing tension or allegiances or whatever ..that inform Why the pc whats to do things...being an empty shell in search of adventure is a bit boring now....unless theres good backstory in that. (Had to do that when thrown into game and had to describe character.."Uh..heres their name..and Uh..they are wearing a full set of homeless rags covering everything abut them except a shock of matted hair...". and then had to work out WHY...that became really fun.)
Yeah, that whole, facts first... now WHY? Approach can get great results.
DeleteRecently, my flatmate, Michael was running a D&D game, and one of the players was creating a paladin. He'd finished his character sheet and handed it to Michael who said, "You haven't bought armour or weapons." The player had just assumed his character would have them as starting equipment.
So my brane went, well, WHY would a paladin have no armour or weaponry?
And I came up with this scenario where a deeply religious ruler is overthrown. His elite royal cadre of holy knights are largely killed, and those that remain are hunted down and slaughtered. Our hero is one of the remaining members, a mere squire who hasn't even completed their initiation.
Reluctantly, they have to hide their distinctive weapons, armour and shield, all readily identifiable by their markings and design (Maybe bury them, maybe hide them inside a crypt, or hand them off to a friendly cleric npc who's willing to keep them secret and safe - that's promising!).
But they're still driven by their vows to protect and help the common folk, especially under the new despotic rule, so our protagonist sets out, clad in humble rags or well-worn travelling clothes to assist where they can, armed only with a simple quarterstaff.