I don't ask my players to write a backstory anymore. It's not that they
don't know how to write good ones because not only some of them write quite a
lot of stories in their free and not so free time (and a pretty damn good
fiction also), they do know how to write good backstories. It's also not
because I don't love reading backstories, because I really do. I stopped asking
them to write backstories because I think that there are better ways to create
a connection and to get a feel for the character. I still welcome backstories,
but it is not mandatory anymore.
I now use a different tool, a series of 10 questions that I devised over
the last year and a half, which I find quite satisfying. It gives me and them
roleplaying tools, creates a feel for the character, enriches the world and
takes far less time than it would take to get all of that from a backstory.
The questions are presented in this order, in these groupings:
1) What is your character obsessed about?
2) What triggers your character's rage and anger?
3) What scares your character the most?
4) What makes your character be her best self?
5) Who is your character's best friend?
6) How would he/her describe your character?
7) Where would he/she be wrong?
8) What is your character's goal?
9) What tools does your character have in order to achieve them?
10) How is your character connected to the other characters in the
group?
After presenting those questions, I wanna take a moment or two and go
through each question, explaining why I used this questions and what do I get
from them.
What is your character obsessed about?
This question gives me a simple tool- something that I can get to draw
the character to the story with, if I'll ever need one. But it does more than
that. A player can use the answer to signal to the GM what she wants to see in
the game ("my character is obsessed about killing orcs"), or he can
use the answer to breath more life into the character ("my character is obsessed
about flowers").
What triggers your character's rage and anger?
This is again a question that gives a simple identification tool. But it
also gives us more than that. It is usually used to describe what one's
character will fight about ("whenever I see injustice"). I, though,
prefer using this answer to shed some light about my character's uglier self
("losing in something that I'm good at", for example).
What scares your character the most?
Every one of us is afraid of something, it part of what makes us real
persons. It is also true for our characters. For that we have this question
coming to the rescue. While its immediate usage seems like only for horror
games (and in those games, it is preferable to answer with something that the
player is afraid of also), I think that it has much more uses than that. In most
heroic stories, the heroes and heroines face their fears and overcome them in
order to win. But for that to happen, we have to have those fears in the first
place, right?
What makes your character be her best self?
But our characters also have a good side, and this question is used to
showcase it. These are the times when the character will do everything that she
can in order to help the persons around her. She will defeat the adversaries,
help the wounded or whatever else that she can in order to achieve this goal or
to solve this problem.
But one of my players used this question to show another ugly side of
the character. She answered this question with this answer: "Only when my
character feels better than someone else".
Who is your character's best friend?
Remember all those tip articles about mining the backgrounds of the
characters for NPCs to add? Here is my answer (well, the first part of it
anyway…). This answer gives all of us a major secondary character to add to the
story. It can be used to hook the characters for something, to illustrate the
PC or anything else. It populates the world with a character that the player
already feels for.
How would he/her describe your character?
This gives us the primary characteristics of the character. How she
presents herself and how she is seen by everyone in the world. Answers such as
"dependable", "smart" or "honest" gives us easy
gates into the character's psyche, while others such us "pretty",
"strong" or "has a keen eye" showcase more physical
characteristics that can't be ignored.
Where would he/she be wrong?
This question I like to nickname as the twist one, or the
"thank-god-my-friend-doesn't-know-about-it question". This is a
usually dark or ironic twist about the descriptors from before. "My
character is not brave, but just too scared for being afraid"; "my
character isn't smart, but just recites old sayings". One of my players
decided that his character isn't playful because she's afraid to lose her
playful friend.
Take into account, though, that it can be used to illustrate the friend also.
If we'll look at my player's example, we get a friend who has a territory-
"I'm the funny and playful one"- and will probably fight for it.
What is your character's goal?
This is the ultimate goal of the character. This is something that
should be unachievable till the end of the campaign (or at the very least very
hard to achieve). This is the character's dream, where she sees herself in 20 years'
time or whatever.
In my MLP campaign I tweaked it a little bit, changing it to "what
is your character's childish goal", because they are children and as such
their dreams are prone to change all the time.
What tools does your character have in order to achieve them?
The answer here can give me a lot of tools. If the player answers with
NPCs, then we have more characters the players care for in the world. But other
answers can be given as well- one of my players gave answered this question
"because I really want to", thus making the character a childish one.
It can also be used to showcase the character's most famous moves or whatever,
showcasing the way she behaves and/or acts in the world.
How is your character connected to the other characters in the
group?
Now is the time to answer this question. After we have the personalities
of the characters, and we know who they know, we can finally answer this
question organically. I always ask the players to come with an answer together.
This way, they both feel that they're part of it and they all care for it more
because of that.
And an end
And that's it, my 10 questions with the logic behind them. I hope that
you'll find them as useful as I've found.
How about you? Do you use a similar questionnaire? If so, in what way? And
if not, why not?
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