For me, backstory elements only help me if they’re pushing my PC
forward. I don’t want things distracting me from the adventure at hand, but pushing and pulling me further into it.
My PC having a sweetie back home, for example, is valuable to me as a Player if I’ve promised that I’ll be returning with a fortune. Now I’ve got a Universal Adaptor to pursue anything the Referee tosses in front of me as long as money is attached. That, to me, is very useful.
Backstory elements that bond the PCs are terrific, because they’ll inform decisions and entertaining bits as we get into danger and have to make decisions about how to proceed. Again, how do the backstory elements broaden the elements at hand for the shared experience of play at the table. That’s the stuff I’m looking for.
Depending on the adventure/campaign setting, I’ll work with the Referee for additional hooks. Some campaigns will be more focused than others in terms of the setup, so some of the following will work better or worse in different circumstances.
Note that in all of these I’m offering the Referee the chance to throw NPCs at me. None of them depend on me leaving the group and going off on my own. Instead, I can keep adventuring with the group, and new problems can come
at us. This, too, is one of the litmus tests for viability for backstory elements: Does it provide grist for the mill for the Referee to throw trouble at me. If trouble is coming at me, there’s more to do! (I think this way whether I’m the Referee or a Player.)
- I am loyal to a noble family that is in trouble and will help them with information/resources/finding someone
- I’m on the lamb from criminals I owe too much money too. I’m either going to escape or get enough money to pay them back.
- I was wronged by someone and seek enough resources to make my own justice.
- I’m seeking the man who wronged me and he’s on a world nearby.
- My father passed on rumors of a fabulous treasure somewhere in the subsector
- I promised a brother-in-arms in my service I’d finish up some unfinished business for him
- A planetary government wiped out my people and I want to hurt them
- A woman I love has been captured and I’m seeking her
- I returned to my subsector after being away at war and it has been conquered in my absence
And so on.
All of these encourage and allow the
episodic kinds of tales that work well for sandbox games like planet hopping across a subsector in
Traveller. We don’t need to make them the “main” plot, and as long as we’re checking out new worlds and working to keep moving forward, the Referee can keep dropping bread crumbs to keep me moving along.
Now, depending on one’s point of view, these might not make a character “better” — as in more powerful or better resources. But, for me, already caught up in trouble makes him a better PC because that means more
adventure[/]. And for me, that’s the name of the game. As far as I'm concerned, a Classic Traveller Player character coming out of character generation is already competent and capable, ready strike out and make his way through the stars. What more he acquires he'll acquire through grit and guile during adventures in evenings of play.