- Home
- James D'Amato
The Ultimate RPG Character Backstory Guide
The Ultimate RPG Character Backstory Guide Read online
Thank you for downloading this Simon & Schuster ebook.
* * *
Get a FREE ebook when you join our mailing list. Plus, get updates on new releases, deals, recommended reads, and more from Simon & Schuster. Click below to sign up and see terms and conditions.
CLICK HERE TO SIGN UP
Already a subscriber? Provide your email again so we can register this ebook and send you more of what you like to read. You will continue to receive exclusive offers in your inbox.
Contents
Introduction
What Can We Accomplish?
FOR PLAYER CHARATERS
LEVELS 1-7
Humble Beginnings
Idioms
Save the Cat
Holidays
What Gets Left Behind
Beanstalk
Five Lessons
Ventur
My Associates
Across a Crowded Tavern
Orphan Details
What Can You Do for Me?
A Matter of Status
What Drives You Forward?
Where I’m From
Finders Keepers
Well Worn
Five Things You Packed but Shouldn’t Have
Of the Cloth
Five Fears
What Does It Mean to Be . . . ?
Private Mysteries
Prophecy Half-Remembered
On the Line
Red Flags
Damn Merlinials
Rival
The Taming of the Wolverine
My Grimoire
Familiar, but Not Too Familiar
A Touch of Home
Vision of the Future
Mentor
Magic Mirrors
Visualizing Intellect
FOR PLAYER CHARATERS
LEVELS 8-14
Veteran Heroes
Five Scars
Wed, Bed, or Behead
The One That Got Away
Never Have I Ever . . .
Last Will
My Friends
I Know You from Somewhere
Five Things You Can’t Throw Away
These Things Rarely Work Out
A Traveler’s Taste
I’ve Heard Stories about These
Cursed
We Clean Up Well
Song of Folly
Old Haunts
Atonement
Wanted
It’s More Than Personal
Movements of a Master
Campfire
Hero’s Best Friend
Unheard Confession
A Taste of Death
Conquered Fear
Getting to Know You
A Show of Force
Five Times Your Name Was Cursed
Mountains and Molehills
Life Goes On
In the Eye of My Enemy
Irrational Taste
Fish Story
You Have No Idea
The Gauntlet
Honey Pot
Trusty Steed
FOR PLAYER CHARATERS
LEVELS 15-20
Myths and Legends
Towers of Terror
Monuments
Classifying Villains
Home Heraldry
“It Is My Distinct Pleasure to Announce . . . ”
God, No
Five Commandments
Pocket Dimension
For the Myth That Has Everything
Inventory
Art of Facts
Terror of Wisdom
A Cutlass Carol
Private Secrets
It Sounds Good on Paper
I Knew Them Well
Alive Only in Memory
Collecting Dust
Sign of a Legend
Hobby
Five Lives
You Made It Weird
In the Eyes of Mortals
Hangover
Apprentice
Five Enemies
Impossible Trial
Not Looking to Get Merlined
Crisis of Faith
Your Kind of King
About the Author
Introduction
Sitting around a table with your friends, rolling dice and cross-checking charts, slaying monsters and looting treasure hoards, you know the fun, the creative joy, of playing role-playing games. You may have slain your first goblin while playing Dungeons & Dragons (D&D), but these days there are dozens of RPGs in a variety of settings.
Whether your player character (PC) is prowling around a moldy dungeon in search of gold or battling a crowd of orcs on a bridge that spans a bottomless abyss, a lot of the fun of RPGs comes from how your character reacts to any given challenge. This book will help you explore this dimension of gaming.
How your PC handles a problem depends on what shaped the character into who she or he is. In these pages you’ll find exercises that will challenge you to create a richer past for the hero you’ve brought to life.
You can complete most of these exercises on your own. Others might be more fun to do with your gaming buddies. Some exercises are crafted with specific character types in mind. (For example, Orphan Details is geared toward characters who are orphans.) There is no particular order to these activities, and you should feel free to hop around the book to find the activities best suited to your character. To make hunting a little easier, this book is divided into three sections for low-, middle-, and high-level characters.
Choose your answer from the options listed
Roll a six-sided die (d6), a ten-sided die (d10), or a twenty-sided die (d20) for an auto-generated answer
Write your answer out
Many of the exercises in this book will address your character as “you” the way a game master might. Whenever the book is asking about physical qualities or background details, we’re talking about characters and not you, the reader. So get started! You’ve got a character to create and worlds to explore!
What Can We Accomplish?
With all the possibilities a fantasy world contains, you may find it difficult to determine what challenges you should take on. All too often heroes shy from challenges beneath their capability or charge headlong into situations they are not prepared for. Following is a guide that provides a rough idea of what you should be able to accomplish. It is possible for powerful characters to be unlucky and make mistakes or for weaker characters to be prudent and fortunate, but generally, this list will provide you with a starting point for your level.
LEVELS 1–5
• Survive a relatively unlucky day
• Survive an encounter with a fairly dangerous animal
• Win a bar fight
• Hunt a large nonmagical beast
• Fend off a coordinated bandit attack
LEVELS 6–10
• Compete in a gladiatorial arena
• Hold off a squad of trained soldiers
• Defeat a giant monster terrorizing a community
• Unseat a corrupt governor
• Recover an ancient and powerful secret
• Match wits with a deviously intelligent monster
LEVELS 11–15
• Become a champion in a massive competition
• Have your actions declared miraculous
• Avert a natural disaster
• Unseat a powerful tyrant
LEVELS 16–19
• Seal an ancient evil
• Battle an army with a small party
• Settle a cosmic dispute
• Destroy an interplanar threat
LEVEL 20
• Defy a god
FOR P
LAYER CHARACTERS
LEVELS 1–7
Humble Beginnings
1 Idioms
This is a fantasy idiom generator.
2 Save the Cat
This will help you determine your character’s alignment based on the level of personal risk he or she is willing to take to save a cat.
3 Holidays
In the place you grew up, there was an annual celebration that stuck with you. No matter where you are, you try to introduce this custom to the people you are with. This uses random tables and fill-in-the-blanks to create a wild holiday and determine how people react to it.
4 What Gets Left Behind
In setting out to adventure, your character abandoned things. These bittersweet prompts will create objects that your character put down, never to touch again.
5 Beanstalk
Through foolishness, carelessness, weakness, or some combination of the three, your character has lost your party’s fortune to a swindler. This will help readers form a picture of how their characters react to an unavoidable social crisis.
6 Five Lessons
Your character learned five lessons he or she carries on the road and into dungeons. Some have saved his or her life; others have put him or her in danger; all of them make your character a hero. This provides a framework for ideology and behavior.
7 Ventur
Picture an app that helps adventuring parties find one another. This is a list of hero profiles. Whom do you swipe right?
8 My Associates
An inventory of surface-level thoughts about the group your character travels with. Questions that will guide readers to think about the other characters at their table.
9 Across a Crowded Tavern
Inns tend to have at least one cloaked figure seated in a dark corner looking to offer a job to the right heroes. What would one of these people notice about your character?
10 Orphan Details
Many heroes are motivated by tragedy, but without compelling details, those stories tend to run together. This exercise helps readers add evocative detail to clichéd tragic backstories.
11 What Can You Do for Me?
A guide to defining what your character wants from his or her companions.
12 A Matter of Status
Learn the concept of status within a scene and how you can move it about. Create modifiers to help people abstract your character’s social status.
13 What Drives You Forward?
An exercise to help develop the ways in which your core motivations spur your decisions.
14 Where I’m From
Create a snapshot of where you came from and your life there.
15 Finders Keepers
Your character happens upon the body of a fallen adventurer. How do you handle the situation? A flowchart game that asks players to make tough moral decisions and decide what they owe a stranger.
16 Well Worn
The objects carried by heroes are tools as well as a form of self-expression. This exercise helps you further define your look by adding a wealth of small details to your equipment.
17 Five Things You Packed but Shouldn’t Have
What five things does an inexperienced adventurer take with him or her?
18 Of the Cloth
Charts to help players visualize different ways to play a character whose religion is a major theme.
19 Five Fears
At this point in your career you are vulnerable and know little of the world. What fears has that led you to carry?
20 What Does It Mean to Be . . . ?
This exercise will help you construct an identity based on your character’s race. You can play into it or against it.
21 Private Mysteries
This exercise invites you to focus on a detail about your game world and learn more about it over the course of play.
22 Prophecy Half-Remembered
An exercise to help you generate a prophecy known by or about your character.
23 On the Line
This exercise guides you through a memory of the first time your character risked her or his life for something.
24 Red Flags
At what point does your character decide a job is too much trouble?
25 Damn Merlinials
What complaints do older generations of adventurers make about heroes your age?
26 Rival
Create a foil for your character, someone to clash or compete with.
27 The Taming of the Wolverine
How should you play a rebellious antisocial character in a game that calls for collaboration?
28 My Grimoire
An exercise to add personal detail to your spell book.
29 Familiar, but Not Too Familiar
Familiars and animal companions all too often get left out of the game. This exercise will add quirks and personality to your animal friends to give them a shot at longevity.
30 A Touch of Home
Staying at inns can feel exhausting. What do you do to make strange rooms feel like yours?
31 Vision of the Future
You are visited by a version of yourself from the future. Prompts for humorous self-reflection.
32 Mentor
Create a mentor for your character: reputation, relationship, resources, skills, accessibility. Assign priorities.
33 Magic Mirrors
One of the most insidious magical devices is the magic mirror. It whispers lies and truths that beguile heroes and lead them astray. What will it try to tell you?
34 Visualizing Intellect
There is more than one flavor of smart character. Creating a visual guide to your approach to intelligence can help you diversify your playstyle and keep characters feeling fresh even when they have the same stats.
1 Idioms
A great way to make a world feel lived in is to find a unique way for your character to speak. Idioms are a perfect new way to communicate without totally reinventing language. Roll a d6 for details and pick appropriate connecting words to create commonsense phrases that exist in a world unlike our own. Then work the phrases into your character’s everyday conversation.
Choose one of the following words or roll on the profession or monster table to start your idiom:
YOU/MAGIC/GOLD/BLOOD
1 can’t find . . .
2 shouldn’t count . . .
3 spent . . .
4 might lose . . .
5 won’t . . .
6 can’t make . . .
A RAGING . . ./PLEASE A . . ./ON A . . ./A FOOLISH . . ./A . . ./ . . .
Professions
1 Wizard
2 King
3 Princess
4 Jester
5 Thief
6 Peasant
Monsters
1 Dragon
2 Vampire
3 Owlbear
4 Observer
5 Mind Tyrant
6 Mimic
Riches
1 Gold
2 Blood
3 Faith
4 Happiness
5 Love
6 Health
. . ./WITHOUT . . ./FOR . . ./ENDS WITH . . ./IN . . .
Conditions
1 with a dwarf
2 over a barrel
3 with one arm
4 dancing alone
5 trusting a stranger
6 between the sheets
Actions
1 digging a grave
2 swinging a sword
3 holding your nose
4 tilling a field
5 lugging a pack
6 climbing a mountain
Results
1 getting you killed
2 getting you paid
3 suffering a god
4 going broke
5 losing your way
6 finding a dragon’s horde
Places
1 a river to drink
2 the deepest mine
/>
3 the darkest dungeon
4 an aging castle
5 under the stars
6 hell’s black gates
2 Save the Cat
Alignment can be tricky. Saying a character is good, evil, or neutral leaves so much undefined. This chart will help you navigate those shades of gray based on what your character would be willing to do for a cat stuck in a tree.
Choose where your character might fall based on what he or she would or would not do:
Evil Actions
Set the tree on fire.
Throw a rock at the cat.
Save the cat and use the story to get elected to a political office that will allow you to close the city’s animal shelters, forcing thousands of feral cats to take residence in trees.
Bind the cat’s spirit to the tree, making it a vengeful guardian of the very tree that imprisoned it.
Build a series of deadly traps around the tree to kill any potential rescuers.
Use magic to conceal the tree so the cat never gets rescued.
Convince a child to save the cat, injuring both in the process.
Grumpily wonder if anyone would rescue you if you got stuck in a tree.
Neutral Actions
Feel guilty that you don’t have time to help the cat.
Wonder aloud, “Hey, whose cat?”
Say, “Hey, cat! Get down here!” Shrug. Walk away.
Defensively justify to the cat why you can’t save it right now as it watches you with anxious disinterest.
Sit watching the cat until it gets down safely on its own. Feel relieved that everything worked out okay.
Good Actions
Find a ladder to rescue the cat.
Rescue the cat.
Rescue the cat. Form a deep emotional bond with it as you nurse it back to health. Adopt it.
Battle the horde of undead terrors who chased the cat into the tree.
Evade the wild dogs that chased the cat into the tree. Rescue the cat.
Evade the wild dogs that chased the cat into the tree. Rescue the cat. Train the wild dogs to be emotional support animals.
Free-climb forty feet into a thorny tree to rescue the cat.
3 Holidays
Where you come from, people celebrate a holiday not observed in other parts of the world. The coming of that day reminds you of home, but it is also something of an obligation. This exercise will help you create the structure of an unusual holiday you celebrate.