Greetings, 3WD-verse. DM Chris here! Characters are the most important thing we deal with as DMs. How many campaigns suffer because the DM is tied to their story, instead of the party’s? I don’t have a number — it was meant as a rhetorical question — but it’s probably a lot. How do we get the best of both worlds, with a rich experience for both player and DM? The backstory, that’s how.
Any character worth his mettle has some sort of backstory — former soldier, disillusioned priest, etc. — but a history ignorant of the world they’re playing in leaves us with the same problem. So the task isn’t just creating a backstory, but rather creating a backstory in the world you’re given. Something to tether the character to the lore, history, and developing plot lines of the campaign world. Sounds daunting, but it’s no harder than your traditional backstory. It’s hitting the right story beats, as our friend DM Tony might say, that makes it all come together.
The movie, The Prestige, is a guilty pleasure for me. I could sit and listen to Sir Michael Caine talk for hours. The story isn’t relevant here, but when I thought about the famous scene where Caine’s engineer character explains the magical method in three beautifully crafted phrases, it became a great analogy for engaging, interesting character backstories. Using that, we’re going to break down the three steps to a prestigious (sorry, couldn’t resist) backstory.
The Pledge
“The magician shows you something relatively ordinary, like a dove.”
John Cutter, The Prestige
We often use building terminology when creating any kind of story. Which inevitably leads to the idea that the foundation is the most important part. But that leaves a negative space that is essential to a good foundation — what kind of house are you building? A Cape Cod style foundation is going to be different from a Victorian one, in addition to where you’re building it. So, the first step isn’t really the foundation, despite its obvious importance, but rather the character concept in the campaign world.
Background & Class – When we talk about character concept here, it’s not for mechanical advantage. Crit-fishers and coffee-locks still need a reason for being. A story. So, any great character concept always starts with background and class. Once we know we’re an Outlander Barbarian or a Soldier Fighter, then we have an idea of the foundation necessary for this character’s backstory. Talk with your DM about what backgrounds and classes are available in the campaign world, but don’t be afraid to ask for what you’re after. DMs love talking and creating, so work with them to find your sweet spot.
Race – The choice of race here is important for how it flavors your overall character concept, but concentrate on the big picture. We’ll dive into fleshing out our character’s history in the next step. Approach your selection as a way to provide more depth to your burgeoning concept. An Elven Soldier Fighter conjures a different vibe than a Dwarven or Human one. This is a good point to decide if you’re going to choose your race based on your mechanical build or your story. Neither is incorrect, but let your heart help you decide. If it feels right, then it’s right for you. Once again, listen to what’s available in this campaign world, let your imagination go, and then work with your DM to guide you towards your goal.
Name – From the players who spend hours researching and generating names, to the players who call their characters Steve or Jenny, the name is key. It’s what you’re going to be referred to as for the next several years (or at least the next several hours). A good name is a good name — it should feel right for your build, but it also should provide some direction for your character. Whether they’re going by their family name or a mysterious assumed moniker like Steve, the questions that emerge as a result of your selection help with the second part of a good backstory.
The Turn
“The magician takes the dove and makes it do something extraordinary, like disappear.”
John Cutter, The Prestige
Now that we have a burgeoning character concept, the next step is to add the bit that makes them different. A certain je ne sais quoi 😉 If we’re sticking with building terminology, then these are the experiences our first dwellers have in our newly-built house. What makes the differences stand out are the hooks you provide to the DM to allow them to pull you into the collaborative story. There are two classic examples, Family and Occupation, that help to define The Turn.
Family Hook – Ah, familia! Any good backstory should flow from family, or at least what your character considers family. From missing or deceased parents to family lines that carry weight, this hook is what drives their motivations, their sense of identity in your world. Here is where we lean into the Race and Name we gave our character. Who were their parents? Their siblings? What happened growing up that drove the character to pick a dangerous and noteworthy profession? There is jealousy and betrayal there if you desire, but also opportunities for compassion and love. Home is something different to each of us, and by proxy our characters.
Occupation Hook – To many of us, fortunately or not, work is like a second home. In much the same way, your character evolved when he began to participate in the day-to-day grind of life beyond home. Many of the same dramatic hooks from Family are relevant here — jealousy of co-workers or bosses, betrayal for a position — but also the softer ones. Maybe it’s a family business? Not only does that deepen your Family hook, but it also provides an easy opportunity for both dramatic and soft hooks. We all end up as adventurers, so lean into what your character did before to add more depth.
The Prestige
“The magician tops that disappearance and makes the dove reappear.”
John Cutter, The Prestige
Well, our character has been busy so far. Navigating their formative early years, dealing with Family and an Occupation. We’ve reached the lofty plateau of Level 1, ready for a productive life in agriculture or the priesthood, yet our characters have abilities that separate them from the common folk. You’re not just a farmer or a priest. And your existence in this world means more. Here we add the last two hooks, Story and Power, to develop as the campaign evolves.
Story Hook – Sometimes, family and work aren’t enough. Is there something directly related to the campaign that would work better? This one requires working closely with your DM to carve your hook into the campaign’s storyline and goals. Using the classic campaign world of Barovia from Curse of Strahd, maybe you’re Strahd Von Zarovich’s descendant, or an ancient family tied to the vampire lord, a la Castlhttps://en.wikipedia.org/wiki/Castlevaniaevania? The character is both a player and a participant in the campaign, adding to the collaborative story while feeling personally invested in the campaign’s outcome.
Power Hook – As discussed, you’re different. Depending on the magic level in your world, like in our episode how low magic worlds, your character might be worshiped or shunned. Add to that the mental struggle to deal with otherworldly powers, and you have an ongoing hook that rises with every level-up. This isn’t just for wizards and other spellcasters, either. Fighters and other martial classes can struggle with the consequence of their abilities. Power is great, but it complicates things. Try to find ways to describe the continuing emergence of your abilities to add depth in your backstory as it evolves with your character.
Final Thoughts
Whether your character backstory is a couple of sentences or a couple of pages, make sure to place it in the world you’re given – and then include a hook or two. Giving the DM something to easily grab ahold of about your character’s story can help to add depth and enjoyment to your experience as the player, as well as also adding to the campaign world. And always remember to talk to your DM – you’ll find they are usually as interested and invested in your character as you are.
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