JayTee
Eight Thousand Club
So how well did the clickbait title work?
More seriously (and in the interest of having an actual discussion about the relevance of backstories) I find myself caring less and less about writing a backstory for any particular character I make.
More often than not, the GM has their own plot in mind, and any plot hooks or interesting tidbits I include in my backstory take second stage to the GM's own story.
This isn't a bad thing, mind you, I can speak from experience that making a game world is hard work. Having to accommodate multiple other people's own character's backstories in to my setting is a lot of logistical work. Add the fact that sometimes a player will have to drop out, and you're screwed if you've built a big part of the setting around their backstory.
Additionally, character's backstory is supposed to inform you of who they are and where they came from, and what they are likely to do.
However, most backstories are generated in a vacuums, completely disconnected from the other players and in some cases even the setting itself. Gaming is, as a rule, a team based experience, and having a wildly disparate collection of characters can be fun if everyone can manage it (see: Ragtag group of misfits) but sometimes you have cases where you have heavily conflicting backstories and have to really reach to justify why some characters would work together.
Note that this isn't saying ROLEPLAYING is stupid. Roleplayig is fine and is one of the main reasons why most people game (even me, I enjoy character development and interactions, especially as a GM). However in most cases an elaborate backstory isn't needed for 99% of all roleplaying, just a few quick notes that help inform decisions.
What do you think? Do you bother with backstories? How often do they come up in your games?
More seriously (and in the interest of having an actual discussion about the relevance of backstories) I find myself caring less and less about writing a backstory for any particular character I make.
More often than not, the GM has their own plot in mind, and any plot hooks or interesting tidbits I include in my backstory take second stage to the GM's own story.
This isn't a bad thing, mind you, I can speak from experience that making a game world is hard work. Having to accommodate multiple other people's own character's backstories in to my setting is a lot of logistical work. Add the fact that sometimes a player will have to drop out, and you're screwed if you've built a big part of the setting around their backstory.
Additionally, character's backstory is supposed to inform you of who they are and where they came from, and what they are likely to do.
However, most backstories are generated in a vacuums, completely disconnected from the other players and in some cases even the setting itself. Gaming is, as a rule, a team based experience, and having a wildly disparate collection of characters can be fun if everyone can manage it (see: Ragtag group of misfits) but sometimes you have cases where you have heavily conflicting backstories and have to really reach to justify why some characters would work together.
Note that this isn't saying ROLEPLAYING is stupid. Roleplayig is fine and is one of the main reasons why most people game (even me, I enjoy character development and interactions, especially as a GM). However in most cases an elaborate backstory isn't needed for 99% of all roleplaying, just a few quick notes that help inform decisions.
What do you think? Do you bother with backstories? How often do they come up in your games?