This blog post over at Adventuring
Archives got me to thinking about the whole idea of character back
stories and how they fit in with the game world and all.
You see, I am of two minds about the
subject, especially now that I am hardcore Old School; on the one
hand I like the immersion that it brings a new character into the
game world, on the other a single dagger blow might wipe that same
character out wasting all the time and energy put into a decent,
campaign immersive back story.
There were periods in my DMing over the
years where I would give bonuses to people for coming up with a good
back story for their character, anything from 100-250 XP to start out
with, or an "Heirloom" of some sort that would be helpful,
but not campaign breaking for a low level character to have that
their class could use. Now, there were downsides to this too, I had
to give DM approval to any back story. Some were so poorly written
that they were just dreadful to read, others were written with
power-gaming in mind, a lot of them seemed to skip over the part
where I gave them extensive notes about the campaign world and were
entirely inappropriate from that angle, and then some players just
didn't care enough to try and either turned in crap or nothing,
because the reward wasn't worth the effort.
Now, if you really want to go old
school on this, just use the "Secondary Skills" table from
the DMG and assume that's either what your father did or what he
apprenticed you to do at a young age. Unearthed Arcana adds some
tables to cover family and social status. Oriental Adventures is
where random family generation and family history really shine, but
rolling up an OA character can take a while, so you're adding time to
character creation to draw the character into the setting, and that character still may not survive the first encounter.
Taking an old school approach, but of
newer vintage, both versions of Hackmaster do the job pretty well.
The parody version 4th edition Hackmaster, can be played straight, I
have done it, but you have to rely less on randomness and more on
point buys for Quirks and Flaws, otherwise it can go south fast.
Hackmaster Basic is a lot more realistic in it's Quirk/Flaw random
assignment. Both versions also build a family for you, so you can rip
that section directly to your Old School D&D game if you want,
hack D&D with Hackmaster. Now I'll put in a good word for
Hackmaster, both 4th edition, which saved me from 3e D&D and
Hackmaster Basic, which I have a lot of things I like about it, but
it is a little too rules heavy for my current tastes. Seriously, if
it wasn't for Hackmaster, I would have quit gaming probably.
So I guess I'd like everyone to come
equipped with a basic idea of who their character is and how he or
she fits into the world, the Character Questionnaire is a nice idea,
it asks not just for a pysical description of your character, but
also about your hometown, your place there, your friends and family;
all stuff I can use as a DM to make a more immersive experience for
my players, but I guess I can see this questionnaire being abused
too. Making your acquaintances all Arch-Mages and yourself a Prince
and stuff like that.
Have your players write one or two sentences about their characters, it needn't be elaborate. Leave it open ended in case they want to add some interesting skill or personal contact later in the campaign (subject to DM approval.) The chargen process can be onerous enough, especially for new players, keep it simple and streamline it if possible. My own rules lite system uses a quickie point buy and 4 character abilities and the skill set is implied by class, rather than having a separate skill list. You can bang together a party in ten minutes.
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