So I’m still thinking
about this month’s Blog Carnival topic of Ordinary Life in RPG, and for
some reason I started thinking about the character’s prior ordinary life aka
character history aka back story aka how did the PC get here.
At the risk of again seeming
like this is only an ad for our stuff, I want to draw a contrast. 100 Character Histories is great for
either getting the spark of an idea or just grabbing a back story and running
off to adventure. Sure, it can be the
beginning of something far greater, but it is more typically used for something
quick but still not completely artificial. Speed Character Creation on the other hand builds your character
history while it is building your character.
Making choices about where you lived and how you received your training
not only build the history, but they tell you what side skills you would have
developed because of that.
But in my game world
(Fletnern), it goes far deeper than that.
There are two character history things I like to use to build
characters. By “build characters”, I
mean give them potential role-playing and even mission inspiring plot
points. The first is in determining
where they came from I assign or work with the player on what their rations
are. I know this seems odd, but I have
developed the cuisines for most of the regions in my world. If you’re newly arrived in Rhum from
Forsbury, your rations are going to be beef based, because beef is nearly all
they eat in Forsbury. If you’ve just
arrived in Brinston from Scaret, it’s salted fish. While these seem inconsequential, once a
player knows what his character’s native cuisine is, he will tend to lean that
direction. We’ve all had PCs show up at
a non-descript tavern on an adventure, and when asked what they want to order,
they either order what the player prefers or what’s cheapest. But when they know their “back story cuisine”
they tend to order that. They actually
think, “What would my character do here?” and act on it. For those players who are not strong role-players,
it is an easy start!
The other one is to try
and get them involved in some sort of rivalry.
Honestly I think I only have four cities where these rivalries are
actually developed. In Brinston, it is
typically based on what university you went to.
In Rhum, it is your guild. In
Forsbury, it is the merchant cartel you or your parents worked for. In Garnock, it is which military troop ran
your section of the city-state. These
rivalries give the characters something to talk about when they are
role-playing. Typically they also give
the characters something to argue about in bars - argue, not fight to the
death. Showing the players that there
can be conflict without bloodshed is an important part of my campaign world.
While this may not seem
too much like “ordinary life”, there isn’t a lot of ordinary life that most
parties role-play. Adding some true
role-playing in, even just a little bit, really helps the campaign world seem
more real and gets the players more invested in their characters. Invested players keep coming back week after
week, which is really all a GM can hope for.
Thinking back* In my GM's campaign world, a lot of our characters building is done via spending our downtime (when we can't bridge the 100km distance for a game) as in game downtime, done through email or messenger. My GM copy/pastes activities where I will describe what my character is doing, often with interactions with his NPCs.
ReplyDeleteFor example; after escaping almost certain death, my character and her henchman catch a ride on a sand ship and head for the Rocklands, where a few patrons reside. We will spend the trip and arrival on Messenger or email, and this gives ample time (instead of real-time) to spend training, seeking out personal business, etc. Also, some good conversations happen during these fiction prose bastardizations.
I think, after reading your post, that this would work well for gaming groups. Get players to write out, through email or whatever, their training / leisure / shopping / family gatherings, etc.
When you have time to think, and edit, you can really grow to evolve you character.
Depends on the way your group meets, but these days I think your way works for more and more groups.
ReplyDeleteI did most of my gaming in weekly sessions, so we were often finishing up those types of things at the end of a gaming session, sometimes because the mission didn't last long enough and sometimes by sticking around way too late at night.