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	<title>Comments on: Character Histories and Background</title>
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		<title>By: Katana_Geldar</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-7847</link>
		<dc:creator>Katana_Geldar</dc:creator>
		<pubDate>Mon, 26 Oct 2009 10:21:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-7847</guid>
		<description>I like a little background from players, some detail but not too much. Enough to know what the character is like but with quite a few holes that I can fill in later.

The first character background I was said was akin to a Mary Sue fan fic, the player had made himself a hero by the age of fifteen...so what else was there to do?

Having said that, I have found I am rather hesitant in giving my players characters a particularly good or bad background simply because of the bad associations that can come with it.

It is nice though when you learn that the Baron that your group may have to meet is actually your character&#039;s uncle, the brother of your mother who ran away from the Baron&#039;s court to get married to your father. I look forward to all the awkwardness this will envolve if we get to meet him, and likely we will, knowing the DM.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;7847&#039;,&#039;Katana_Geldar&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I like a little background from players, some detail but not too much. Enough to know what the character is like but with quite a few holes that I can fill in later.</p>
<p>The first character background I was said was akin to a Mary Sue fan fic, the player had made himself a hero by the age of fifteen&#8230;so what else was there to do?</p>
<p>Having said that, I have found I am rather hesitant in giving my players characters a particularly good or bad background simply because of the bad associations that can come with it.</p>
<p>It is nice though when you learn that the Baron that your group may have to meet is actually your character&#8217;s uncle, the brother of your mother who ran away from the Baron&#8217;s court to get married to your father. I look forward to all the awkwardness this will envolve if we get to meet him, and likely we will, knowing the DM.
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		<title>By: Recent Links Tagged With "phases" - JabberTags</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-3274</link>
		<dc:creator>Recent Links Tagged With "phases" - JabberTags</dc:creator>
		<pubDate>Mon, 08 Dec 2008 13:49:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-3274</guid>
		<description>[...] on Thu 20-11-2008   Lawton - Lockdown Release Phases Saved by Tigralon on Thu 20-11-2008   Character Histories and Background Saved by kamichat on Mon 17-11-2008   De-cluttering the house done in three phases Saved by [...]&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;3274&#039;,&#039;Recent Links Tagged With \&quot;phases\&quot; - JabberTags&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>[...] on Thu 20-11-2008   Lawton &#8211; Lockdown Release Phases Saved by Tigralon on Thu 20-11-2008   Character Histories and Background Saved by kamichat on Mon 17-11-2008   De-cluttering the house done in three phases Saved by [...]
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-2169</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Fri, 05 Sep 2008 15:23:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-2169</guid>
		<description>Bob: Sounds good-- a really nice way to make the new people feel welcome and ready to play with everyone else.

David: Thanks! I hope that they bite on your hook and smoothly integrate right in with their companions.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2169&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Bob: Sounds good&#8211; a really nice way to make the new people feel welcome and ready to play with everyone else.</p>
<p>David: Thanks! I hope that they bite on your hook and smoothly integrate right in with their companions.
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		<title>By: David Reese</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-2166</link>
		<dc:creator>David Reese</dc:creator>
		<pubDate>Fri, 05 Sep 2008 14:20:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-2166</guid>
		<description>Scott,

 I particularly appreciated your suggestion about preludes.  I have a couple of new folks joining my campaign this season, and they&#039;re also new to the system, and tabletop rpg&#039;s in general.  It was great to run a little session for them a couple weeks before the main campaign started up again: we got to review the rules of the system, get to know their characters (both personally and mechanically) and I gave them a good hook for meeting the other characters and moving the whole party into the season of adventuring.

 Plus, I got to play while most of my group was still out of town for the summer!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2166&#039;,&#039;David Reese&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Scott,</p>
<p> I particularly appreciated your suggestion about preludes.  I have a couple of new folks joining my campaign this season, and they&#8217;re also new to the system, and tabletop rpg&#8217;s in general.  It was great to run a little session for them a couple weeks before the main campaign started up again: we got to review the rules of the system, get to know their characters (both personally and mechanically) and I gave them a good hook for meeting the other characters and moving the whole party into the season of adventuring.</p>
<p> Plus, I got to play while most of my group was still out of town for the summer!
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		<title>By: Bob</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-1963</link>
		<dc:creator>Bob</dc:creator>
		<pubDate>Sun, 24 Aug 2008 09:02:39 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-1963</guid>
		<description>Scott going back to your To Sway the Stones campaign comment about making them have a connection in the past and starting them all over town has just gave me a an idea.

The prelude that I was working on was going to be done over MSN as I can&#039;t get the guys together for a while but they want to get something started. If it works out I&#039;ll have the players sworn to secrecy on who they are playing, hopefully, and have the chat windows open for each and run the game as individual preludes. Once they work out who they have to go see from their list of contacts and friends they&#039;ll eventually move over to a joint chat window. It might not work but hopefully the group dynamic will end up with an actual leader coming from roleplay rather than from character classes as it usually ends up with this particular group of players.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1963&#039;,&#039;Bob&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Scott going back to your To Sway the Stones campaign comment about making them have a connection in the past and starting them all over town has just gave me a an idea.</p>
<p>The prelude that I was working on was going to be done over MSN as I can&#8217;t get the guys together for a while but they want to get something started. If it works out I&#8217;ll have the players sworn to secrecy on who they are playing, hopefully, and have the chat windows open for each and run the game as individual preludes. Once they work out who they have to go see from their list of contacts and friends they&#8217;ll eventually move over to a joint chat window. It might not work but hopefully the group dynamic will end up with an actual leader coming from roleplay rather than from character classes as it usually ends up with this particular group of players.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-1949</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Fri, 22 Aug 2008 16:48:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-1949</guid>
		<description>Scott: A character creation session is a great thing-- it provides a good chance for everyone to make sure their characters will be compatible and give everyone what they want.

Leurnid: Disadvantages can do a lot to steer the campaign. Hunted was a good way to make sure your favored enemy would show up in Champions...&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1949&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Scott: A character creation session is a great thing&#8211; it provides a good chance for everyone to make sure their characters will be compatible and give everyone what they want.</p>
<p>Leurnid: Disadvantages can do a lot to steer the campaign. Hunted was a good way to make sure your favored enemy would show up in Champions&#8230;
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		<title>By: Dasis</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-1948</link>
		<dc:creator>Dasis</dc:creator>
		<pubDate>Fri, 22 Aug 2008 15:38:30 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-1948</guid>
		<description>HA yes there are jokes but my groups are pretty reasonable.  But you can always say yes to that and build a campaign around first the thugs that take that money, and then the progressive campaign where the characters are just trying to get there money back.  Would that not be funny have the characters entire campaign based on them being collectors, trying to get their money back.

They length i get ranges from a couple of pages to a quick summary, but i really like that background page Rafe put up. about the basics, and they must have that for me.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1948&#039;,&#039;Dasis&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>HA yes there are jokes but my groups are pretty reasonable.  But you can always say yes to that and build a campaign around first the thugs that take that money, and then the progressive campaign where the characters are just trying to get there money back.  Would that not be funny have the characters entire campaign based on them being collectors, trying to get their money back.</p>
<p>They length i get ranges from a couple of pages to a quick summary, but i really like that background page Rafe put up. about the basics, and they must have that for me.
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		<title>By: leurnid</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-1947</link>
		<dc:creator>leurnid</dc:creator>
		<pubDate>Fri, 22 Aug 2008 08:11:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-1947</guid>
		<description>I used to play GURPS, and was always loading up on weirdo disadvantages and quirks, not for min-maxing, but because it was so much fun to have a really whack character.

On a few occasions, the psychosis, neurosis, and quirks I would pile up on my character would become such a compelling component in our gaming sessions, that the GM would incorporate some of the elements into the plot lines- proving (to my character at least) that it is only paranoia if you are wrong.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1947&#039;,&#039;leurnid&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I used to play GURPS, and was always loading up on weirdo disadvantages and quirks, not for min-maxing, but because it was so much fun to have a really whack character.</p>
<p>On a few occasions, the psychosis, neurosis, and quirks I would pile up on my character would become such a compelling component in our gaming sessions, that the GM would incorporate some of the elements into the plot lines- proving (to my character at least) that it is only paranoia if you are wrong.
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		<title>By: Scott</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-1946</link>
		<dc:creator>Scott</dc:creator>
		<pubDate>Fri, 22 Aug 2008 05:29:11 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-1946</guid>
		<description>I&#039;ve begun to make character creation the first session of the campaign.  I ask the players to think about two or three concepts they&#039;d like to play, and then everyone rolls up their characters together.  I give them a capsule summary of the game world, they create backgrounds (often elaborating on aspects of the world).  Often I have a basic set of guidelines, such as &quot;You all know each other&quot; and &quot;You&#039;ve all come to (location the campaign starts in), for whatever reason.&quot;

After hashing things out, they then write up a more formal background before the second session.  It&#039;s usually between one and three paragraphs long.  I usually ask that it be kept to a single sheet of paper.  Players print off one copy for themselves, and one for me.

I flesh histories out further with flashback sessions (thanks for the link, by the way).

This method has two advantages:  The players tend to choose a reasonably balanced party (as opposed to all showing up with a paladin, say), and they often develop backgrounds that work together, even if I don&#039;t specifically ask that they&#039;ve all met each other.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1946&#039;,&#039;Scott&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;ve begun to make character creation the first session of the campaign.  I ask the players to think about two or three concepts they&#8217;d like to play, and then everyone rolls up their characters together.  I give them a capsule summary of the game world, they create backgrounds (often elaborating on aspects of the world).  Often I have a basic set of guidelines, such as &#8220;You all know each other&#8221; and &#8220;You&#8217;ve all come to (location the campaign starts in), for whatever reason.&#8221;</p>
<p>After hashing things out, they then write up a more formal background before the second session.  It&#8217;s usually between one and three paragraphs long.  I usually ask that it be kept to a single sheet of paper.  Players print off one copy for themselves, and one for me.</p>
<p>I flesh histories out further with flashback sessions (thanks for the link, by the way).</p>
<p>This method has two advantages:  The players tend to choose a reasonably balanced party (as opposed to all showing up with a paladin, say), and they often develop backgrounds that work together, even if I don&#8217;t specifically ask that they&#8217;ve all met each other.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-1940</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Thu, 21 Aug 2008 22:08:05 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-1940</guid>
		<description>Lesink: While I wouldn&#039;t want to take on the extra burden of writing backgrounds, those are some great pluses you&#039;ve dug out of doing so. You get to hook them to your NPCs instead of needing to stat up new ones, etc.

Dasis: Sounds like fun. How long an adventure did they usually submit? Did they ever submit &quot;and we stumbled on the cave of a dead red dragon and now have 1.3 million gold pieces&quot; type stories?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1940&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Lesink: While I wouldn&#8217;t want to take on the extra burden of writing backgrounds, those are some great pluses you&#8217;ve dug out of doing so. You get to hook them to your NPCs instead of needing to stat up new ones, etc.</p>
<p>Dasis: Sounds like fun. How long an adventure did they usually submit? Did they ever submit &#8220;and we stumbled on the cave of a dead red dragon and now have 1.3 million gold pieces&#8221; type stories?
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		<title>By: LesInk</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-1939</link>
		<dc:creator>LesInk</dc:creator>
		<pubDate>Thu, 21 Aug 2008 21:43:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-1939</guid>
		<description>Lately, I&#039;ve taken it upon my self to write the character histories for the players myself after talking to them about some general features.  This allows me to setup threads and NPCs they will encounter.  Most backgrounds are typically only a page.  If someone does not like the background, I let them come back for edits.  In this way, I find I&#039;m able to setup long term relationships and goals that I will pay attention to instead of dropping them.  Some items will get dropped as they no longer fit into the path the players are taking, but many still get used.

Truthfully, I would like the players to get more into doing this themselves, but it does solve some problems listed above.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1939&#039;,&#039;LesInk&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Lately, I&#8217;ve taken it upon my self to write the character histories for the players myself after talking to them about some general features.  This allows me to setup threads and NPCs they will encounter.  Most backgrounds are typically only a page.  If someone does not like the background, I let them come back for edits.  In this way, I find I&#8217;m able to setup long term relationships and goals that I will pay attention to instead of dropping them.  Some items will get dropped as they no longer fit into the path the players are taking, but many still get used.</p>
<p>Truthfully, I would like the players to get more into doing this themselves, but it does solve some problems listed above.
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		<title>By: Dasis</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-1938</link>
		<dc:creator>Dasis</dc:creator>
		<pubDate>Thu, 21 Aug 2008 21:39:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-1938</guid>
		<description>Interesting idea that a good friend of mine had with background creation was for the group to have had one adventure together written by the players about all the characters, that way if they wish to have no connection to the other characters they can, but must explain why they worked with them on the first adventure.  Always thought that was a good way to bring them all together in the background and let them figure it out.

No meeting in the tavern leading to tavern brawl.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1938&#039;,&#039;Dasis&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Interesting idea that a good friend of mine had with background creation was for the group to have had one adventure together written by the players about all the characters, that way if they wish to have no connection to the other characters they can, but must explain why they worked with them on the first adventure.  Always thought that was a good way to bring them all together in the background and let them figure it out.</p>
<p>No meeting in the tavern leading to tavern brawl.
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-1937</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Thu, 21 Aug 2008 20:28:56 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-1937</guid>
		<description>Swordgleam: I ask my payers to have the characters know each other-- if they&#039;re unwilling, it&#039;s on them to provide their character&#039;s motivation for joining the group. My most successful campaign, &lt;i&gt;To Sway the Stones&lt;/i&gt; started with the characters spread across town-- but they came together quickly and naturally when events prompted because they each had links to other PCs during character generation. I like that style a lot.

Bryan: Q&amp;A before and during the game are good ways to encourage reflection on characters or prompt specific details. (I&#039;ll say more about that soon...) A brief history sketch and some back and forth to deepen the characters made for great characters. I am looking forward to the sequel.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1937&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Swordgleam: I ask my payers to have the characters know each other&#8211; if they&#8217;re unwilling, it&#8217;s on them to provide their character&#8217;s motivation for joining the group. My most successful campaign, <i>To Sway the Stones</i> started with the characters spread across town&#8211; but they came together quickly and naturally when events prompted because they each had links to other PCs during character generation. I like that style a lot.</p>
<p>Bryan: Q&amp;A before and during the game are good ways to encourage reflection on characters or prompt specific details. (I&#8217;ll say more about that soon&#8230;) A brief history sketch and some back and forth to deepen the characters made for great characters. I am looking forward to the sequel.
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-1936</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Thu, 21 Aug 2008 18:51:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-1936</guid>
		<description>When I&#039;m a player, I like to know at least a couple of the other PCs before the game starts. I&#039;ve yet to find a GM (besides myself) who actively encourages this, but I usually manage to cobble together at least a couple of relationships. 

I think it really helps answer the eternal question of &quot;so why is this character with the party, anyway?&quot; Well, the misanthropic droid is with us because he was on my pirate ship and we both got kicked off at the same time, and now I&#039;m the closest thing he has to a cover. The suspiciously honorable bounty hunter is with us because this planet was his port of call, and since I don&#039;t know anything about what&#039;s going on here, I&#039;m sticking with him since he has bigger guns.

Different character goals or alignments can often be a problem, but I think having the characters know each other to start can mitigate the issue fairly effectively. Why is the paladin sticking around with the bloodthirsty barbarian and the wizard with questionable morals? Because they were childhood friends, and you don&#039;t abandon a friend that close just because you&#039;re not entirely positive he needed to fireball those hobgoblins. After all, he&#039;s your friend; he must have had a good reason. If you can&#039;t trust your friends, who can you trust? Best to stick with them. Even if that rogue your wizard friend claims to have gone to school with is a rather shifty-looking fellow..

With that in mind, my preferred method of character generation is usually, &quot;Show up with some idea in mind of who your character is and where they came from, then talk with everyone else to see if you can make your backgrounds work together.&quot; There&#039;s usually a tacit agreement that anyone can add background details to the relationship once the game has begun. &quot;This is just like the time you screwed up your featherfall spell and ended up bringing cloud giants down on us!&quot; &quot;Yeah, well I&#039;m not the one who got caught in bed with the Viscount&#039;s eldest daughter!&quot; &quot;You&#039;re just jealous. Ow! Hey, healing over here, someone?&quot;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1936&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>When I&#8217;m a player, I like to know at least a couple of the other PCs before the game starts. I&#8217;ve yet to find a GM (besides myself) who actively encourages this, but I usually manage to cobble together at least a couple of relationships. </p>
<p>I think it really helps answer the eternal question of &#8220;so why is this character with the party, anyway?&#8221; Well, the misanthropic droid is with us because he was on my pirate ship and we both got kicked off at the same time, and now I&#8217;m the closest thing he has to a cover. The suspiciously honorable bounty hunter is with us because this planet was his port of call, and since I don&#8217;t know anything about what&#8217;s going on here, I&#8217;m sticking with him since he has bigger guns.</p>
<p>Different character goals or alignments can often be a problem, but I think having the characters know each other to start can mitigate the issue fairly effectively. Why is the paladin sticking around with the bloodthirsty barbarian and the wizard with questionable morals? Because they were childhood friends, and you don&#8217;t abandon a friend that close just because you&#8217;re not entirely positive he needed to fireball those hobgoblins. After all, he&#8217;s your friend; he must have had a good reason. If you can&#8217;t trust your friends, who can you trust? Best to stick with them. Even if that rogue your wizard friend claims to have gone to school with is a rather shifty-looking fellow..</p>
<p>With that in mind, my preferred method of character generation is usually, &#8220;Show up with some idea in mind of who your character is and where they came from, then talk with everyone else to see if you can make your backgrounds work together.&#8221; There&#8217;s usually a tacit agreement that anyone can add background details to the relationship once the game has begun. &#8220;This is just like the time you screwed up your featherfall spell and ended up bringing cloud giants down on us!&#8221; &#8220;Yeah, well I&#8217;m not the one who got caught in bed with the Viscount&#8217;s eldest daughter!&#8221; &#8220;You&#8217;re just jealous. Ow! Hey, healing over here, someone?&#8221;
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		<title>By: BryanB</title>
		<link>http://www.gnomestew.com/gming-advice/character-histories/comment-page-1#comment-1935</link>
		<dc:creator>BryanB</dc:creator>
		<pubDate>Thu, 21 Aug 2008 17:23:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=777#comment-1935</guid>
		<description>I&#039;m always trying to find the happy medium between too much background and not enough to be worthwhile.

I like to know about the characters immediate family.  I like to know about their aspirations or goals.  I like to know what they fear or what they desire the most.  I like to know if they have any enemies.  I like to know what they have been doing in the recent past (prior to game time).

I also like to have that background give me at least 3 or 4 NPC ideas to incorporate into the campaign.  Good backgrounds provide the GM with some tools to use, yet leave much of the PC&#039;s character open to development as the campaign progresses.  Three or Four paragraphs are usually sufficient.  A few sentences don’t provide much and not many GMs want to read a 50 page short story either.

The methodology varies but I usually try to get the PC to answer around ten common questions.  I also have the players discuss their backgrounds together (even via e-mail) so that they can establish connections (if any) or common events in their past.  I offer suggestions and tweaking until the player and I are satisfied with their back-story. I think this approach worked well in my most recent Star Wars series.

I think part of the success is being able to sell the players on the idea that the game will be much more interesting if you do the pre-game effort.  While it was a pretty easy sell in my group, my responsibility as a GM was to use the tools that they created in order to enhance the gaming experience.  Apparently it was pretty successful as everyone wants to see the sequel.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1935&#039;,&#039;BryanB&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m always trying to find the happy medium between too much background and not enough to be worthwhile.</p>
<p>I like to know about the characters immediate family.  I like to know about their aspirations or goals.  I like to know what they fear or what they desire the most.  I like to know if they have any enemies.  I like to know what they have been doing in the recent past (prior to game time).</p>
<p>I also like to have that background give me at least 3 or 4 NPC ideas to incorporate into the campaign.  Good backgrounds provide the GM with some tools to use, yet leave much of the PC&#8217;s character open to development as the campaign progresses.  Three or Four paragraphs are usually sufficient.  A few sentences don’t provide much and not many GMs want to read a 50 page short story either.</p>
<p>The methodology varies but I usually try to get the PC to answer around ten common questions.  I also have the players discuss their backgrounds together (even via e-mail) so that they can establish connections (if any) or common events in their past.  I offer suggestions and tweaking until the player and I are satisfied with their back-story. I think this approach worked well in my most recent Star Wars series.</p>
<p>I think part of the success is being able to sell the players on the idea that the game will be much more interesting if you do the pre-game effort.  While it was a pretty easy sell in my group, my responsibility as a GM was to use the tools that they created in order to enhance the gaming experience.  Apparently it was pretty successful as everyone wants to see the sequel.
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