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Saturday, September 21, 2024

Always Fill In Background Details To Make Your Character MORE Involved Rather Than LESS

In a lot of games that use a Vancian magic system (the one most common to Dungeons and Dragons, and similar systems) there is often an interesting trick that allows prepared spellcasters (such as clerics who pray for specific spells, wizards who go through the rituals out of their spellbooks, etc.) can use to maintain their flexibility. What they do is allow you to essentially reserve a spell slot (or several of them, if you so choose), leaving it purposefully empty so that it can be filled with a spell at a later time. So if the party is traveling along, and they find an inhospitable environment, a poisonous fog, or some other condition that knowing just the right spell could fix, the caster can take a few minutes to memorize the appropriate spell, and then deploy it using that empty slot.

Now, there are discussions about just how effective this can be as a strategy in a mechanical sense. However, this logic of leaving wiggle room so that you can adapt to unforeseen circumstances is something I'd recommend more of us actually do with our characters when it comes to the details of their stories. Because even those of us who write several pages of background often leave plenty of white space that we can fill up at appropriate story moments to help keep things moving forward.

Let me explain...

Even with all these notes, there's a LOT you didn't cover.

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If There's Nothing There, You Can Fill It In!


To illustrate what I'm talking about, let's take a very low-stakes example. Say that your party is all meeting at the local tavern, and you ask your Game Master what the current specials on the menu are. And because your GM recently picked up a copy of my 100 Fantasy Foods, they tell you that salamander steaks are currently on offer. A unique meal due to the salamander's resilience to heat and fire, they tend to be raw and bloody, scorched with acid and flavored with citrus. That sounds interesting, so you decide that your dwarven wizard is going to order that.

However, you choose to take things a little further. Because you know that Hervarth was raised in a forge mountain, skilled at enchanting magic weapons and armor as part of his learning in the ways of spellcraft, you decide to add into his backstory that salamander meat was something he fell in love with during his study as an apprentice because it was always available around the mountain (since the beasts were drawn to the fiery hearts of the forge). Perhaps this is a sign that this particular tavern is relatively close to the mountain he trained at, or it's surprising for him that this meal is available so far afield, but either way it sets up a little detail, and gives your character something to be excited about, while paying off a minor detail the GM slipped into the session.

The power of imagination!

This is the sort of thing I mean about filling in the blank parts of your character's canvas. If there's a detail about their past that hasn't been established as canon yet (like their favorite food), then when an opportunity arises you can capitalize on that detail to fill in a previously unexplored part of their character, revealing it to the rest of the table in a way that adds to the scene.

However, you can do this for big details, as well as small ones.

For example, say you're playing a hard-as-nails rogue. You've been a bandit and a highwaymen, you were a gang enforcer, and there is no dirty job you won't do... but when a bunch of kids start eyeing the party, he pulls a small, bean-stuffed leather ball out of nowhere, and teaches them a game they can play with it. Soon they're laughing, kicking it back and forth in a little circle, using their elbows, feet, knees, and heads to keep it in the air as long as they can.

Why does the scarred, cold-hearted bruiser have a soft spot for kids? Maybe he had some of his own that he hasn't seen since their mother left. Or since they died; collateral for the life he led. Maybe he was an elder sibling, and he got into the life he's in now to get the money to take care of his baby brother and sister, so he knows how to entertain and bond with younglings. And if a quest hook comes up where the children are in danger, a quest hook with little to no monetary reward, that little background detail might be enough to drag the money-up-front mercenary into a fight for a good cause.

These background details you add to your character on the fly could be as a simple result of a roleplay opportunity, as mentioned above. They might be a result of an absurdly good skill check (perhaps the dark-eyed ranger knows so much about religion because their mother is a priestess, and the two of them haven't spoken since she rejected the cloth and the oath of her order). But the idea behind filling in your backstory is that it should always be done with the express purpose of adding to a scene, rather than taking your character out of it.

For example, if you hear that a monastery was attacked, you could add in that your brother was inducted into that order, and you have to find out if he's all right. You shouldn't decide that your character has a negative history with that monastic order, using this grudge as a reason not to get involved. If you hear there are bandits terrorizing a town, you should feel free to add in that you have history with one or more of the bandits in that gang, and you're going to at least stop them, and possibly settle a grudge or two along the way. You should not decide you have a heretofore-unmentioned bounty on your head in that region, so you can't go there and risk being recognized and arrested.

And so on, and so forth.

The goal should always be to keep the momentum of a scene going, not to put the brakes on. If the addition you're going to make is going to stop your character from getting involved, or give you an excuse not to go down a story path, or to remove you from a scene, that's not a good addition. Much like improv, you want to be able to say, "Yes, and," when you add something from your character to the scene.

For additional, related examples and advice, consider checking out Find A Reason For Your Character To Get Involved. And if you're a Game Master who wants to build off of the supplement I plugged earlier, then I'd recommend grabbing your very own copy of the Inn & Tavern Bundle to get a slew of useful resources that just might end up adding to your characters' backstories, as well as fleshing out your setting!

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1 comment:

  1. Even negative connections can be good, if leveraged to integrate with the story at hand.

    "I have a bad history with that monastery. I'll go, if only to watch the place burn down. If I happen to save some monks along the way, I'll make sure they know it's despite their teachings rather than because of them."

    "I have a bounty on me in that area. I shouldn't go, but I will because I have that price on my head for taking a fall so that those bandits could turn over a leaf and start anew. I need to find out why they relapsed."

    ReplyDelete