Playing God

Since I haven’t been GMing much lately (my creative energy has been directed more towards my other hobby, beadwork), I haven’t been thinking a lot about world development. So, this month I would like to discuss a subject that’s useful for players, GMs, and writers as well . . . the importance of character background stories.

Background stories are important for a few reasons. For one thing, they’re FUN! While using a tried-and-true cliche (like an orphan, or the bastard child of the local king), trying to come up with something unique is fun and challenging. Also, if you’re playing a game with a merits-and- flaws type system, this is a good time to figure out just where these stem from and how they’ve affected the character’s life thus far.

Another thing is, it keeps you from wasting valuable game time figuring things out. You’ll already have family status and a basic history written down, and you can embellish it in-game, without having to think about it too much. It’s really bad when you don’t write these things down beforehand, because then you forget little things like your character’s little brother’s name.

The third thing is, as a player, if you write up a little history and biography and give it to the GM, he or she can work it into the game. If you have a GOOD GM (and I’m lucky enough to only play with good ones), this means tailoring the story a bit to foster character goals and such. If you’re playing with a BAD GM, then, well, it probably means the GM now knows just what buttons to push to annoy your character, and will push them all the time. For example, if you make a character with a phobia of undead, and you have an evil GM, every session you’re going to have at least one undead encounter. Facing your phobias every now and then is a good thing, but some people might get carried away . . .

One thing you have to remember is . . . keep it brief! While it might be tempting to write a whole several pages on your character’s past, no one’s going to want to read it. I find that it’s sufficient to make a brief note of family situation, what sent the character on their path to adventuring, if it’s a higher-level game, a brief mention of some important encounters in their past may be important . . . as well as other formative moments. If your character hates orcs, say why. If your character is a feminist man-hater, make mention of why. NPCs might not need as much of a background, it really depends on how involved they’ll be in the story.

I have to say that in my experience, games in which the characters have all had background stories are much richer than ones where we just roll up the characters and jump into the action.

Now, since this column is terribly short and pathetic at the moment, I will talk a bit about other things . . . One is the glory of flaws, aka curses. I have played in three gaming systems with this rule built in (World of Darkness, BESM, and Rolemaster), and we’ve all enjoyed them so much that my husband recently integrated them into his D&D game, the rule simply being that if you give your character some flaws (phobias, neuroses, whatever), you get a free feat. Greedy little feat whores that we are, we come up with flaws and ask "Is this enough???". We’re now trying to figure out how to build it into Earthdawn.

The great thing about curses is that it rounds the character out, makes them more like a real person, and in turn gives you some points to apply to some other benefit. When given the choice of having curses, just about everyone I’ve ever met jumps at it and comes up with some real entertaining stuff. However, when it’s not an actual part of the game, it rarely gets thought about and the characters might have some small flaws if that’s how the player normally plays . . . And if not, the characters end up being rather two-dimensional.

If you’re GMing, I recommend working up a quick merits-and-flaws system for your next game, and watch what your players come up with. If you’re a player, build some interesting flaws into your character and be sure to tell the GM about them so they can get worked into the game, then watch your friends laugh at your character’s crazy antics (maybe make a big dumb barbarian who’s afraid of mice . . . hehehe).

One more thing, before I send this off to my doubtlessly panicking editor (it is, after all, 45 minutes until the deadline) . . . I have recently fallen in love with the Earthdawn gaming system all over again, harder than the first time around. One thing that led to this was finding a copy of "The Adept’s Way" at the local used bookstore. Rather than providing new rules or what-have-you, this book is nothing but pure information about the various disciplines, provided by essays written from the point of view of a member of this discipline (for the uninitiated, disciplines are like classes). Not only was it a very entertaining book, but it offers a good deal of insight as to how the world works, how your character would see things, and how much the folks at FASA loved this game. I was feeling rather down about my swordmaster, he seemed so boring next to everyone else’s characters . . . After reading the swordmaster essay, I felt ready to play, sure that my character was just as cool as everyone else’s. Sure enough, when game time finally came around, he was a BLAST. Swordmasters, you see, aren’t just a guy with a sword . . . They could have stepped right out of the best swashbucling movie, swinging in through the window on a rope, ready to trade witty combat dialog with the villain before sweeping the damsel (or, uh, hunk?) in distress away to safety!

I don’t know if Living Room Games (the people who now own the rights to Earthdawn) has plans to reprint this wonderful book,, but I recommend sniffing around for a copy of it if you are as addicted to Earthdawn as I am. If you aren’t addicted yet, I recommend finding the main rulebook and getting addicted. As my friend and GM Dylan said (whilst grumbling good-naturedly about likely having to run another game), "Everyone loves Earthdawn."


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Review Copyright © 2002 By AJ Reardon

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