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RPGnet Columns
07-24-2006, 01:00 AM
http://www.rpg.net/columns/building/building6.phtml

Summary:

The pros and cons of in-depth character backgrounds.

Go to the column (http://www.rpg.net/columns/building/building6.phtml) for more information.

ross_winn
07-24-2006, 06:22 PM
I think that the background is probably the second most important tool. Cooperation is the most important, but I am sure you knew that.

Excellent piece, I wish I had written something like it.

Karro
07-26-2006, 12:47 PM
Okay, given that the column establishes that a character background is a potentially useful but also a potentially misunderstood tool, how about some details on how to write a good or effective background? Potential (and specific) pitfalls to avoid? Appropriate length? Ways to clue a GM (and things for a GM to look for) into the important parts?

I ask because I've had experience both with good and bad character BGs, and I've written a few as well. I'm just curious how to improve the process and the experience.

smascrns
07-26-2006, 11:54 PM
I ask because I've had experience both with good and bad character BGs, and I've written a few as well. I'm just curious how to improve the process and the experience.
My problem is a little different. No mather how good the background can be, it usually has no direct ties to the character abilities and, through these, to the game mechanics. That's why I love so much HeroQuest's freeform character creation process. It covers this nicely and effectively.

Karro
07-27-2006, 07:25 AM
My problem is a little different. No mather how good the background can be, it usually has no direct ties to the character abilities and, through these, to the game mechanics. That's why I love so much HeroQuest's freeform character creation process. It covers this nicely and effectively.

That would be one of the pitfalls I was looking for... something to watch out for. Myself, whenever I write a background as part of character creation, I try to tie to the abilities of my character in some way. But when I've GMed (or even as just another player in someone else's game), I've also run across characters who were very competent in their backgrounds, but couldn't translate this competence to a starting character.

Does HeroQuest use a life-path system, or is theirs an adjective system?

gschneider
07-27-2006, 04:25 PM
Okay, given that the column establishes that a character background is a potentially useful but also a potentially misunderstood tool, how about some details on how to write a good or effective background? Potential (and specific) pitfalls to avoid? Appropriate length? Ways to clue a GM (and things for a GM to look for) into the important parts?

The first thing to do is to stop thinking about length - at least in the form of words or paragraphs. Some people write flowery backgrounds with lots of descriptions, others approach the background as a series of bullet points. Neither is necessarily better - bullet points cause less confusion, flowery language adds more to creating the picture of character and setting. But they are hard to compare.

The useful step in analyzing a background is to break it down into its component elements. Usually I start by breaking things into Events and Setting Elements. While reading the background, take the time to write down each event or setting element as you come upon it. This will give you the list of "Things that happen" and the list of "Things that describe"

I generally then mark each one as a character or world element. Usually, since backgrounds are very character centered, most world events will also be character events, but there are certainly times when players mention things their character saw, or events that happened in the background and those need to be considered in the whole picture of the background as well.

This list will give you a quick picture of what the player is really thinking about when they build the background.

You should then ask yourself if you accept all of these events and descriptions. Mark anything you don't, or are unclear about, and those will be topics in GM/Player discussion. No background element should be "approved" without both player and GM consent, thus avoiding the "but my background says this" argument later on.

Then go through the character elements and make sure that they are something that a starting character in yoru campaign could do. If you don't have a good feel for the system, find someone who does - even if you are the GM. Ideally, the GM is knowledgeable enough in the system to answer all of these questions, but certainly there are times when a player knows much more then the GM. (Which is something I would like to discuss in greater depth - but not here.) When your done, you will need to summarize the items and judge them as a whole.

Next, go through the world elements and note all of them in your plot notes. These are now part of the campaign. If your the GM, it is best if you can draw a line or connection with each on of these to your existing plot. Or if you have yet to develop a plot, to make sure and use these elements as your plot seeds when actually building the plot. (You may very well have plenty of stuff after going through 4-6 characters.)

During this time, events should be categorized as open or closed. Closed events have no future impacts outside of the character. (I.e. the character already killed the evil villain.) Open events create motivations and goals for characters.

The other great thing about breaking things out like this, is you can use numbers as guidelines:

Every character should have at least three character events to draw goals and motivations from. If less, double check the concept to make sure that your character will have something they want to do each day.

Short Adventures (1-3 sessions or Module) usually require little in the way of background. Usually 0-1 events and 2-3 setting elements.

Small Arc Campaigns (4-8 sessions) can make good use of some background and are better with 2-3 events and 4-6 setting elements.

Campaigns (8+ sessions) really need good backgrounds in order to maximize fun, so look for 3+ events and 6+ setting elements.

A common pitfall is teh player that puts too much into their background. This beceoms a pitfall because they expect that background to become involved in the adventure, yet there is only so much a GM can deal with each session. The stuff in the background (particularly open events) that never comes up leaves the player character wanting something more - something they may never get.

I am sure that doesn't answer all of you questions or come close to identifying all potential problems, but it does lay out a system for creating GM to Player communication (and thus collaboration!).

Greg

Karro
07-28-2006, 07:21 AM
I may have been thinking along the lines of another column on the topic...:o

But the ideas presented about GM to Player interaction on the background certainly make good sense.

gschneider
07-28-2006, 12:07 PM
There is no doubt that my last post could be (with just slight modifications) a whole column. Perhaps I'll hash it up again sometime, but I wasn't planning on getting back to background for a while, so I thought I'ld give you something to chew on.

But my next column on methods of character generation will touch on some of the processes your looking for, especially with mechanics.

Greg