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Character background – GM’s possible plot line tool box

pennshome723

SOC-12
Marquis
Character background – GM’s possible plot line tool box

Hello everyone, well speaking as a GM when a player takes the time to roll up a character…I also take the time to flush out that specific character’s background. Now I try to create for the player a background that fits in part with the specific players rolled character. I view the background as a supporting role that helped the player become whom they are at game start. I also use the background to form possible plot lines that might get a given player that more involved in a possible planned adventure. As with my GMing style, I present situations and it is up to player(s) weather to react or not to something they perceive as being an adventure.. I do not set what the players do, it is left up to them to decide what is a plot line for them to follow or not. Now they may be involved in something and there is a general direction, but I always have other mini possible plots pop up.

Now back to their background, after they finish the character creation I then can build certain points or events also into their specific backgrounds to add to the fun and flavor as well too. So then I first define for them their home world and give them some stats and some background history and stories of their home. I then create “Family” for them. Now depending on how old they are, it defines weather mom and pop are still alive. Now I name both their parents and describe whom they were and what they did , as well as other details. Here is where plots leads start to be created. Then I decide if either is still alive and other details too. Next I define weather they have siblings and name them, describe what they do and did they start families of their own and where and what they do now. The details and possible plot hooks start mounting as I write up their background details. Next I look over their character career rolls, and flush out events from that process to also add to the enrichment and plot hooks as well too.

In the end I usually have like about 5 paragraphs, about a typed page worth of a back ground for each player character with plenty of possible plot hooks to bring into play. Realize in my game those that go into space are referred to as Spacers, and those that stay at home are Grounders. Spacers tend to lose touch with those they left behind, and have stronger ties to other Spacers like themselves.

So what do you do as a GM for your players backgrounds?
 
Backgrounds fill about half of a page on the back side of a character sheet. I don't write it though. The player does. It's their character. They get their background ideas from the Mongoose rulebook during CharGen. I look at the character sheets to see what kind of adventure will fit what the players are interested in doing. The fun part for me is figuring out how the player characters bump into each other during play. Not necessarily like each other. But learn to cooperate/tolerate each other for (what they may think is going to be) a short while.
 
I allow players to request some details but I in the end define it for them as I know the campaign realm and they do not. Those they can come up with some high level items, but the real details I breath life into them to best fit into the game. I do give them a lot of details so they have room to grow with, but some times some elements are placed in their backgrounds for a possible future plot hook.;)
 
So what do you do as a GM for your players backgrounds?
I use Mongoose which does have a bit more background built into the chargen than some other Traveller systems, including connections with other players.

I haven't had the opportunity to in person GM and it's more problematic in slow paced PbP, but if given the chance I thought that it might be interesting to flesh out the MgT events, contacts, allies, enemies and such. Then role play adventures for the inter player character connections prior to starting a campaign.
 
If we roll up a new character I might actually meet up with a gamer and play through/roleplay some of their pre history with them and let the player draw their own conclusions from it. That takes longer, but it has a harder and konger lasting impression on ones gamers. helps to set the In Character mode of play for the PC s character.
 
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The player creates the background for their character - I wouldn't ever hand them a background. As they work through the chargen, they come up with ideas for their backstory. I then go through it with them (unless we do chargen together) and build up their story to ensure it fits MTU. It does mean I need to give them some idea of the TU.

A synopsis of their background should be able to fit in a paragraph or so. The full thing ... well, I have characters with something like a 5-page background.
 
I allow players to request some details but I in the end define it for them as I know the campaign realm and they do not.

I see your point, but I agree w Shonner that it is the player's character and not up to the GM to dictate that character's background. I prefer to do it as a Q&A, the player tells me ideas of what is wanted and I (with more knowledge of the setting) offer some options for the player to choose from. The more setting knowledge the player has, the better. If the player comes up with something that just wouldn't work in my setting, I will say, "No, not that. How about this instead?" until we work out something that fits the player's concept and also fits my setting.
 
I basically do that too...but after all is said and done, I do sit down and type it all out for them and me to keep.
 
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I run an open world. I don't have any pre-designed world that characters need to fit into. Any career type is welcome. I don't have players role-play any background timeline stuff with each other. The players use their PC background as a journal that they will be adding to during play. And players can decide to have their PCs reveal some or all of their background story to other PCs/NPCs or keep it a secret. Some PCs will trust each other, while some won't. Creates drama onboard a cramped ship where cabin fever is normal for crews that don't have enough berths for everyone during a week-long jump.
 
I don't create a background for player characters except once at a convention for AD&D. I gave them a few things to think about. One character inherited a small wooden ship. His grandfather had told him it was a 'steam powered side wheel paddleboat'. No one, not even the Sage he had talked to, knew what such a thing was. No steam, no paddleboats, but he was able to find out that paddles are used with canoes, but the model didn't look like any ship, boat, or canoe he could find.
 
I basically do that too...but after all is said and done, I do sit down and type it all out for them and me to keep.
I make them do the work! ;) Though, I don't mind cleaning up the story and such, then sending it back. I prefer being an editor to ghostwriting. :)

And players can decide to have their PCs reveal some or all of their background story to other PCs/NPCs or keep it a secret.
This. The background of each PC (and NPC) is blank as far as the other players are concerned, until there is interaction that reveals the info. That includes skills. One thing I want to do with a PbP is have the players post two character bios: one for me that only I can see, and one for public consumption. They will edit the public one as events reveal their background. (Even for our Skype game, I think I want to use the PbP portal to post bios and such.)
 
One thing I want to do with a PbP is have the players post two character bios: one for me that only I can see, and one for public consumption. They will edit the public one as events reveal their background.

Oh, yeah! I like this; consider it stolen, errr, borrowed!
 
Character Writer

Since I started playing D&D over 30 years ago, I've written backgrounds for my players. Since then, I've written backgrounds based on their attributes, skills, other chargen variables for Boot Hill; Gamma World; Top Secret; Mercenaries, Spies, and Private Eyes; Traveller; Star Wars; and Serenity. While I certainly want input from the player, most of the time, I'll write the background.
 
As a Traveller referee for only one year, I don't tell players what their characters are, what they feel, what they do, where they go. And I don't ask them what they do. I don't do "the hand of god" thing. I'm just the referee. I have characters of my own to role-play that interact with the player characters. The players do stuff on their own with their characters without me prompting them (out of character). I just determine how difficult a task is a player wants to do.
 
What I like to do is build a character background collaboratively with the player. Some players want to contribute more, some are happy to sit back and accept what I design for them, but at the end of the day the player needs to accept their character’s background, and I need a background that is compatible with MTU.

Until recently (with the release of T5) I used the advanced careers in the MT ruleset. This gives a year by year service history. Once the initial character generation is done I sometimes retroactively re-order some of the years to take into account external events. For example, since the end date of CG is fixed but the start date of CG is not, if the campaign is set immediately after the 5FW then I might move all the ‘battle’ years (of military characters) to coincide with the 5FW years.

I’d allocate a homeworld (usually at the start of CG) and, if not previously been done, use WBH to flesh out a little of the local culture. Then there was an article in Challenge 20 called “The Spice Of Life” which details the number and status of parents, siblings, and other acquaintances.

Something I’ve tried a couple of times, with interesting results, is at some point in the process I’d write all the character names up on a whiteboard and trace lines of potential allegiance and antagonism. For example, in one campaign where the characters were going to be a naval crew (still in service), I had two characters both from Efate. IMTU Efate is socially divided between urbanites and ruralites so I made one character from each, thus creating a source of potential friction. Additionally the urbanite was a minor noble, so I ‘groomed’ him for leadership but then at the last minute made him ‘only’ the XO. The CO and another character who was an NCO I made both from Yori, where IMTU there is a religious order. So I made the CO a believer, and the NCO a former religious advisor, thus the CO would turn to the NCO for advice more than his already upset XO. And so on. With mustered out characters you are looking for reasons for the characters to stay together, but with those in service they are already forced to work together so you can use antagonisms to make a more complex dynamic.

However, not all players are equally adept at role playing so for some, part of this may be a wasted effort. You just have to see if they run with the hooks you have provided.
 
I also prefer a collaborative approach. Generally I start by giving the players some requirements that they have to meet and tell them they're responsible for justifying why they're wherever the game begins. Depending on the campaign I'm trying to build, I may also ask them to justify why they'll be Travelling together.

Within those strictures, they develop their own personal histories and submit them for my approval. If there's anything problematic, we'll discuss it until both sides are satisfied. I may change a couple of names to give the character ties to the area where the game will start. I may instead adapt the universe to the character if the background is compelling enough.

I don't go to any particular lengths to preserve canon, even within MTU, so as long as the character histories do not conflict with one another or with anything specific I have planned, I usually let them stand.

Of course, any player who leaves a portion of their background undefined gives me free reign to fill in the blanks. I do try not to be malicious, though.
 
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