Showing posts with label character backstory. Show all posts
Showing posts with label character backstory. Show all posts

Saturday, April 12, 2025

How Does Your Character Want To Die?

The warrior dragged the whetstone along the length of his sword, first one edge, then the other. He moved slowly, methodically, dripping oil onto the steel at regular intervals as he maintained the weapon. Jasper looked over at him, and the halfling frowned as he watched this ritual the same way he had practically every night on this journey... every night there had been a fight, at least. Which had been most of them.

"You know, people in your profession rarely live to see their elder years," Jasper said.

"Good," the warrior replied, dragging the stone along the edge once more.

The halfling took his pipe out of his mouth, frowning. "You afraid of being old enough that your strength leaves you?"

"I won't have the luxury," the warrior said, laying the stone aside and tapping his chest. He coughed, then turned his head, and spit. "Lung rot."

Jasper suddenly realized he was still smoking, and tapped out his pipe. A sardonic smile quirked the corner of the warrior's mouth. The halfling frowned at him.

"You could live a lot of years with that sickness, if you cared for it," Jasper said.

"I could," the warrior replied. He lifted his sword, and looked along its length. Satisfied, he slid it back into its scabbard. "But I don't want to."

Some of us would rather die young than infirm and in bed.

As always, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

One of Life's Two Certainties


Everyone pays taxes, and everyone dies. While RPGs often hand wave that first one, the second is very much a part of most games. While danger is a part of every storyline, and there's no telling if your character will die at the hands of an insidious booby trap, in the jaws of a dragon, or on the receiving end of a dire spell, the question you should always ask is if they were given the choice, how does your character actually want to meet their end?

Death can come in many ways.

For example, does your character want to die in battle, believing that is a noble end for a warrior? Or do they want to die that way because their faith tells them warriors ascend to the highest of heavens? Do they believe they have committed some great wrong, and they will never stop fighting until they are slain in open combat? Or, as with our introductory story, do they know they have a limited time in this world already, so they throw themselves into danger in the hopes that something other than their degenerative disease or awful curse will kill them?

Alternatively, does your character wish to live a long life? Do they have too many places to go, and too many things they want to do, to cut their life short so soon? Do they fear death, and they're hoping to find ways to prolong their life during their adventuring career? Or do they simply wish to die in a way where they'll never know it happened, such as peacefully in their sleep?

Whatever your character's attitude toward death is, it matters because that will shape not just how they approach an adventure, but also how they respond to danger. It can also lead to serious moments of character growth.

For example, a character who is looking to die gloriously leaping into battle against overwhelming odds is completely expected. However, a character who fears death, or who has always done what they can to save their own skin taking that kind of action is a mark of someone facing a serious fear. Additionally, a character who was wanted to die in service to their god so they can be reunited with their loved ones in the afterlife allowing themselves to be raised from the dead to help their companions is a mark of great loyalty, and shows that they are growing beyond the singular desire to leave this world to enter the next.

If you're looking for more ways to get insight to your characters, consider grabbing some of the following supplements that I put together for just such occasions:

- 100 Questions To Ask About Your Characters: If you're looking for additional ways to get a slightly better grasp on who your character is, or to discover unexpected things about them, these 100 questions can give you some surprising insights!

- 100 Character Goals and Motivations: It's important to know what your character is hoping to achieve, and in some cases whether a particular death for themselves is actually on that list!

- 100 Dark Secrets: Whether it's a shameful past, a terrible disease, or even a curse, many characters have secrets they hide even from those closest to them... and it might be the very reason they put themselves in such danger.

Like, Follow, and Stay in Touch!


That's all for this week's Fluff post. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, February 17, 2025

A Dekas of Dwarven Clans... Should This Be The Start of a Supplement Series?

Folks who follow my regular releases likely noticed that my latest TTRPG supplement, A Dekas of Dwarven Clans, went live on Drive Thru RPG this past weekend! I put a lot of work into this supplement, and it gives you 10 dwarven clans complete with history, colors, battle cries, culture, noted NPCs, and several rumors to help flesh them out in your setting. And while I finished it several months ago, now that it's out, I'm wondering if this is a formula folks would like to see me expand on in the future?

Seriously... go grab a copy if you haven't yet!

But before I get into the meat of today's post, remember, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron! Also, be sure you're following all of my followables, check out my LinkTree.

Lastly, for hundreds of extra articles on gaming, weird history, and for more free fiction, check out my Vocal archive, too!

Is This A Format You Want To See More Of?


If I had to compare this latest supplement to something I've done before, I'd compare it to A Baker's Dozen of Noble Families, which came out in winter of 2018. And since that older supplement went Electrum, I figured there must be something in there that people were interested in. So as an experiment, I decided to expand the general idea, and to put together 10 dwarven clans. After all, if there's anything I learned from the Species of Sundara series I put together, it's that folks who play fantasy games love dwarves.

It makes a great entry into Sundara as a setting!

While A Dekas of Dwarven Clans is hot off the press, it was one of several ideas on the workdesk when I was putting ideas on my to-do list. Others included A Baker's Dozen of Barbarian Clans (for folks who want to expand on something like a "barbarian nation" for their raging character), or A Dekas of Orc Clans (which follows the same format as the one I wrote for dwarves). I could, of course, expand this out to other species, other environments (if we want something like "mountain clans" or "desert clans"), and so on, depending on what people want to see more of.

The question, of course, is would you all like to see that happen?

As most folks know, discoverability is in the toilet for RPG products these days, and actually getting the stuff we make in front of the eyes of people who could use it is hard as hell to pull off. As such, it's tougher than ever to judge whether something actually has interest from the audience, and if they'd like to see more of it.

So if this is a format you want to see more of, or if any of the ideas I mentioned above sound interesting, here is what I would like you to do:

- Buy A Copy Of A Dekas of Dwarven Clans: As the saying goes, money talks, and the more sales this supplement brings in for the publisher, the more obvious demand there will be for sequels.

- Leave A Review: If you already got a copy of the supplement for yourself, leave a rating and review for it on Drive Thru RPG.

- Share On Your Social Media: Whether you share a link to the supplement, or a link to this post, the more people who boost the signal, the better the chance there is that people who will be interested in this supplement find out it exists, and they can decide if they want to buy copies for themselves.

- Comment On This Post With What You'd Like To See: If you want to see more supplements like this one, leave a comment below with which idea I mentioned that you want to see covered, or if you'd like to see something else entirely! And if you saw this post on social media, leave your comment there as well in order to boost the signal in the algorithm!

If I can count on folks out there to do all of those things, maybe this project will get a bit of traction, and I can actually make some room for it going forward. But as with everything else, the squeaky wheel gets the grease, and the supplements with big numbers and lots of attention get sequels.

So make your voices heard!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Rumble channel The Literary Mercenary! Or if you'd prefer to read some of my books, like my dystopian sci-fi thriller Old Soldiers, my hardboiled gangland noir series starring a bruiser of a Maine Coon with Marked Territory and Painted Cats, my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Blue SkyFacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, September 30, 2019

5 Rumors About Your Character (A Simple Trick For Quickly Establishing a PC)

Getting information about your character front and center in any game can be tough, and as a result it can be difficult and time consuming to get the party together when you first start playing. One tool that I've been on both ends of as a player and a DM, though, is the idea of rumors, and the power they have to immediately convey who your character is, and what the rest of the party has heard about them. Because as I said back in Character Reputation in RPGs: The Small Legend, just because the other PCs don't know you personally that doesn't mean they don't know of you.

So tell them what they know.

Seriously, my dude, don't target the dog. Trust me, I've heard the stories.

4 (Mostly) True Rumors, and 1 Lie


I've seen lots of DMs shuffle the numbers on this strategy, and you should feel free to play around with it to see how many rumors fits your ideal play style. My personal recommendation is a total of 5 rumors, where 4 of them are at least mostly true, and where the 5th is a lie (and typically one that reflects badly on your PC).

As an example, take Gard Hardacre. Tall and bald except for a braided tail at the back of his head, he has the look of a tough man who doesn't scare easily. That's enough to get a picture of what the party is looking at, but what have they heard about him? After all, he's a PC... surely someone is talking about him in this town?

Well, the rumors the others hear are:

- They say he fought for the black coats, back during the war. They offered him a promotion and a knighthood, but he was so disgusted by what they did he walked away and never looked back.

- He's even most of the time, but he's got a temper to beat the devil. He once beat an innkeep till he could barely see just because he didn't get him his food quick enough.

- No one's quite sure what his tastes run to. He's pleasant enough, but no one's ever seen him with a man or a woman, orc, elf, dwarf, or otherwise. He pays more mind to his sword and armor than company.

- His sword's one of the best around, but he can't keep gold in his purse for nothing. He gambles and drinks, sure, but he's a sucker for a sob story. Urchins, whores, and beggars know him by sight.

- No one's ever seen eyes like his. A green so dark they're nearly black... no one in this country has eyes like that but the Dredgers. He don't look like one of them swamp lords, but he handles that blade better than any foot soldier I've ever seen.

Starting to get a clearer picture now?
The reason I suggest five rumors is so you have flexibility. Part of their benefit is that they help you create your character, but the other part is that you can hand them out however you please. Do you hand out one rumor per session per PC? Does every player get a different rumor about a fellow PC in the first session, so they have to talk to each other in order to spread the gossip and figure out who their fellow party members are? Or do you post them in your group's Facebook page after the first session, and leave them to decide which rumors are true, and which ones are false?

There's no wrong way to go about this, but it is key that at least one rumor is a falsehood. And for those who are curious, the second rumor on my list was the lie. The innkeep was slow bringing Gard's meal, that's true, but he'd found out the man was beating his wife. So Gard decided to give him a taste of his own medicine to see if it taught him a lesson. He never bothered to try to stop the rumors because he knows what really happened, and that's all that matters to him.

Looking For More Inspiration?


Crafting rumors off the top of your head isn't always easy. Fortunately, I've written some stuff that can help get the wheels turning if you're looking for a push start.

- A Baker's Dozen of Noble Families: This one has the Dredgers that I mentioned above in Gard's rumors, along with 12 other noble families, their history, reputation, and heraldry. Whether you want to have a secret son of a noble house off adventuring, or a rumor that your PC is a bastard child of the line, this is a useful thing to have on-hand.

- 100 Random Mercenary Companies: Mercenaries are a copper a dozen in many fantasy settings, but if you want it rumored that your character once fought for an elite (or cursed) band, then this collection is quite useful. Especially if you have insignia, weapons, armor, etc. that ties you to a particular free company, since those symbols will get tongues wagging.

- 100 Knightly Orders: Much like free companies, knightly orders carry a lot of weight with them... sometimes good, and sometimes bad. Whether your PC is a member, or is only rumored to be, this list should spark its share of ideas.

- A Baker's Dozen of Rumors (And The Truth Behind Them): This one is more for DMs than players, as each of the rumors in here can be stretched out to fill an entire session. However, since we're on the subject of rumors, I felt I should include it in the list.

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. Hopefully you enjoyed, and if you've used run these kinds of games before, leave us a comment to let us know what worked for you!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Monday, February 18, 2019

The Frat Boy Wizard

"How are you going to get him to help us?" Tarwyn asked, her hand nervously hovering near her dagger.

"I told you, we go way back," Balthazaar said, shouldering open the door. "Trust me, will you?"

Inside the Iron Skull, the candles were black, and the fire roaring. Ale flowed, and smoke hung thick in the corners where water pipes bubbled, and strange lotus was smoked in deep lungfuls. Gathered round the center table were a dozen acolytes, their hoods thrown back and a gleam in their eyes as one of their number guzzled something thick and dark.

"Chug, chug, chug!" they intoned, pounding the table on every repetition of the word.

Standing at the head of the table, his lips peeled back in a wide grin, was a tall man with a thick head of honey blonde hair. Broad-shouldered, with a green-tinged black ring on his right hand, he appeared both amused and proud as he watched the unfolding binge.

"Bonesmen stand!" Balthazaar called out, his voice cutting through the air. The crowd's dull roar subsided, as all eyes turned to look at him. The tall man with the blonde hair smiled even wider, thumping his chest twice with his ring-bearing hand.

"May your party never die!" the blonde-haired man called out. He gestured toward the bar, already walking away from his table. "Pair of coffin-nails with a side of varnish, Jaren, and hammer 'em fast. Not every day my Eastern brother graces us with his presence!"

Skull and Bones is brutal... no one should ever practice necromancy that hungover.

The Fraternal Order of Wizardly Shenanigans


While it isn't required for a wizard to go to college, there are a number of settings where that is one of the most common methods of learning the ins and outs of arcane magic. Which, of course, begs the question of whether your wizard is a member of either a fraternity or a sorority, and what lessons they learned (or connections they made) as part of this organization?

Unlike a lot of my other character concepts, this one is pretty easy to translate from one game to another. It requires no special feats or unusual powers; as long as you're a wizard, you can make one of these Greek life spellcasters.

Crafting is brutal... but there's nothing worse than conjuration. Nothing.
 
What was your wizard's order meant to promote, and what experiences did they have that stuck with them? If they were a member of the Skull and Bones (an order of necromancers, natch), did they insist that all members speak a dead language when at official events? Did the Sigma Tau always know where to find the best parties because they could legitimately cast the bones, or gaze into a crystal ball, as a bunch of diviners? Were the conjurers in Selum Sidhe always trying to one-up the illusionists of Pharastine House when it came to who could pull the better practical jokes?

We all know that wizards spend a lot of time reading old, dusty tomes and cramming for practical exams... but what else went on during their school years? And have they stayed much as they were at the time, or have they changed between then and now?

As an example, is your wizard still the same ale-swilling, fly-by-the-seat-of-their-pants, fireball-preferring evoker they were during their school days? Or would anyone who knows Cassadil Flameheart credit the stories his old fraternity brothers have about this sober, serious-faced man who was once a hot-blooded, often-regretful young man who had a problem saying no to a drink, a dance, or a fight?

Who Did You Know (And What Doors Can It Open)?


If you ask anyone who's a part of Greek life, what you learn is only a small part of why so many people join these organizations. It's about who you can meet, what connections you can make, and what sort of contacts you can network with. The ever elusive, "who you know," that can help you out, get you jobs, etc.

Work that into your concept.

Is your wizard well-connected despite coming from humble roots instead of the aristocracy? Well, perhaps that was because she made so many friends among the Sisters of Meriphon, who adopted her and showed her the good things in life. Does your transmuter know someone even more skilled than himself who was the House Liege in the Order of the Rainbow, the only organization not divided by sex, as a transmuter's very goal is to transcend limitations and labels through transformation? Is the ring on your wizard's middle finger a universal symbol of the Brothers of the Aegis, an order of abjurers fostered by grants from the early kings of the realm, which commands respect and deference from those who see it?

There are all kinds of directions you can go in with this one. So if you want to skip the tried-and-true methods of a self-taught sage, or someone finally being raised to the level of journeyman by their master, consider rushing a frat and seeing what it does for your wizards!

For more food for thought on this topic, don't forget to check out my 5 Tips For Playing Better Wizards! Also, if you're looking for something fun to have at your on-campus bashes, consider these 100 Fantasy Drinks. Or, if your game is set in the far-flung future, 100 Sci Fi Cocktails instead!

Like, Follow, and Stay Tuned For More!


That's all for this installment of Unusual Character Concepts. Hopefully this one gave you something to chew over, whether you're a player, or a game master.

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my alley cat noir novel Marked Territory, my sword and sorcery novel Crier's Knife or my most recent collection of short stories The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on FacebookTumblrTwitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Saturday, June 2, 2018

Adventuring Isn't Just A Young Man's Game (5 Questions You Should Ask For Older PCs)

When you think of adventurous characters, chances are that you picture plucky farm boy heroes or fresh-faced wizards' apprentices. Acolytes who have only recently felt the touch of the divine are common, as are young warriors out to prove their valor. However, some heroes have gray in their hair, and crow's feet round their eyes. More than a few of them have already laid aside a lifetime in a trade before they hear the call to adventure.

Yeah... now you're getting it.
Sometimes we play older characters because it gives us stat boosts when we need them. Sometimes we do it because it fits the concept we have in our heads. But if you're going to do it, here are some questions you should ask yourself before you get started.

If you enjoy these, you should consider checking out my ongoing series of class-based advice at 5 Tips For Playing Better Base Classes (The Complete List).

Also, feel free to check out Simon Peter Munoz's thoughts on the subject over on the CRB with Age Is Just A Number.

Question #1: What Were You Doing All This Time?


Perhaps the first thing you need to ask is what has your PC been doing all this time that they haven't been out looting tombs and saving the world? Were they a simple farmer, trying to live a peaceful life? A woodcutter? A blacksmith? Did your PC settle down to raise a family, and now that the kids are grown he finds there's time on his hands? Or did this character used to be an adventurer, but it's been so long they're back to first level these days?

You've got a lot of options, here, but it's a good idea to know what you spent the earlier part of your life doing. Especially since that earlier part could be a few decades for a human or a half-orc, and the better part of a century or more for longer-lived races.

Question #2: Why Now?


Of all the things your character could be doing, what made them step up to the adventuring plate later in life? Is it a tale of revenge, but in this case it's a mother or a father coming to collect on someone who killed their children? Were you a late bloomer magically, with your sorcerer bloodline only awakening once you'd hit middle age? Did a god choose you after you had left your wild youth behind? Or have you just been quietly using your skills in your town as a healer, a guardsman, or an entertainer until there was a need for someone to deal with a threat, solve a mystery, or find a long-lost treasure?

This doesn't have to be a terrible event, like your town being attacked by goblins, or your grandkids being carried off by trolls. It might be that once you retired you finally felt you were able to go treasure hunting without risking your family's income and well-being. Sometimes adventurers are born out of convenience, instead of tragic circumstances.

Question #3: What Have You Seen?


When you're a young PC, you don't typically have much experience of the world. Even those who grow up in a cosmopolitan place likely don't know much beyond their own little patch of the city. While that might be equally true for older characters, you often have a lot more leeway regarding what events you've lived through.

For example, if you're a middle-aged dwarf or elf, how many established capitols were frontier outposts the last time you came through them? What wars do you remember that are little more than footnotes in history books? What major movements did you survive culturally that are just stories to the younger generation?

Keep in mind that not every character with silver threads in their beard is a world traveler, or was caught up in great doings. The local druid might have just been wandering the same patch of forest for the past three or four decades, and only knows what's happened this side of the mountain. Alternatively, the elven bard who's been a caravan master has traveled through six or seven countries, has seen empires rise and fall, and has friends and business acquaintances from the Bay of Stars to the dune riders of the Empty Crescent. Just because you're level 1 along with everyone else doesn't mean you haven't seen things in your time. Of course, it doesn't mean you have, either.

Question #4: What Is The Attitude Toward Your Age?


Different cultures will have different expectations for people as they age. For example, do people think you're a fool for putting your life in danger when you're over the hill? Or do people see it as noble that you, as an elder, are willing to stick your neck out so those with more life ahead of them can avoid the risks you're taking? Does age put an extra fine edge on your primary skills (such as wisdom, charisma, or intelligence-based magic), or are you struggling to overcome the sands of time as your strength is sapped?

Also, how does your character feel about their age? Are they constantly grumbling about being too old for this, with their creaking joints and aching muscles? Are they defiant that age effects them, showing how they can keep up with any young pup? Or do they accept their age and the limitations that come with it?

Question #5: Why Do They Do It?


This is a question you should ask of any character, but it becomes a lot more interesting with older characters. For example, are they called to duty? Is it the thrill of adventure after an ordinary life? Is it a mid-life crisis? Do they have no other options but to take up a dangerous trade after their home was destroyed, or a pestilence ruined their crops? Or are they seeking to make their lives mean something after a time that (to them, at least) felt mediocre and pointless?

There are all sorts of options here. So take a moment, and consider which ones fit your character best.

That's all for this week's Fluff installment. Hopefully it got some folks out there thinking, and contemplating fielding their own team of Expendables-style PCs. If you'd like to see more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio where I help out from time to time. If you want to stay on top of all my latest releases, then you should follow me on Facebook, Tumblr, and Twitter. Lastly, to help support Improved Initiative, consider Buying Me A Ko-Fi or tossing some loose change into The Literary Mercenary's Patreon page. Both options help out more than you know, and there is some sweet than-you swag waiting for you when you become a supporter.

Monday, October 30, 2017

Build Your PC Backstory Using "Knife Theory"

We all know how to make a PC backstory. You make your family (if you have one), you explain how you learned your skills, where your powers come from (if you know, of course), and then you top it off with motivations and goals. It's a pretty simple formula, and there's a world of possible variety in it. If you're wondering whether your backstory has enough stuff in it for the DM, though, you might want to check out the idea of Knife Theory, as proposed by user jimbaby on the DND subreddit.

This one represents my character's pathological hatred of slavery.
To paraphrase how it works, every time you put something in your backstory a DM could use to affect your character, or to draw them into the plot line, that item is a knife. Mysterious powers you don't understand? That's a knife. Missing mother or father, and you want to know where they are? That's a knife. Passel of brothers and sisters you care about very much? That's a big knife. Close friend or mentor? Survived a harrowing incident? Committed a crime for which you're still wanted? Knife, knife, and knife.

You get the idea.

Now, to make use of this theory you should use it as a shorthand between DMs and players. For example, a DM might have a minimum of five knives for players at creation in order to give them enough material to work with. Alternatively, a DM might say no more than ten knives at creation. This is particularly true for players who take their inspiration from the grimmer, and darker, corners of fiction.

While this method might not work for everyone, it is an interesting strategy that groups might get some use out of. Also, while it should go without saying, you should have a variety of knives in your backstory. Because seven knives that are all horrible crimes you committed, or all harrowing things you experienced, can feel sort of samey. Mix it up, and you'll get far better results.

That's all for this installment of Moon Pope Monday. Hopefully this idea takes root with some players out there, and makes backstory building a little easier. If you're looking for more of my content, check out my Gamers archive for articles, or head over to Dungeon Keeper Radio's YouTube page to take a listen to some podcast episodes I had a hand in making. If you want to keep up-to-date on all my latest content, then follow me on Facebook, Tumblr, and Twitter. Lastly, if you'd like to help support Improved Initiative then head over to The Literary Mercenary's Patreon page to become a patron. All it takes is $1 a month to make a difference, and I'll send you some sweet gaming swag as a thank you.