Roleplaying Tips Weekly E-Zine Issue #354
How To Work With Crummy Character Backgrounds
12 Options For Solving "X killed Y"
Contents:
This Week's Tips Summarized
How To Work With Crummy Character Backgrounds
12 Options For Solving "X killed Y"
- 99% Solution
- It Was All A Lie
- The Haunting
- Almost Family
- The Non-Human Connection
- Amnesia
- It Was Faked
- They Live
- Memories And Dreams
- I Read It Somewhere
- Often It Is The Servants Who Suffer
- There Is Always Time For Family
Readers' Tips Summarized
- Start Sessions Mid-Combat
- Encounter Template: Threat, Problem, Resource, Or Reward
- Example GM Organization
- New PocketMod Tool
Game Master RPG Map Printing/Lamination Service
Gamer Printshop specializes in the printing of large format
color and b/w RPG gaming maps in sizes up to 36" x 48".
Laminate up to 36" x 48" to 5 mil film that you can markup
and erase for years using highlighters and grease pencils.
Print tabloid size battle maps to 80# cardstock, laminated.
We print CC3, Dundjinni, graphic formats - very affordable.
Game Master RPG Map Printing Resource
Return to Contents
A Brief Word From Johnn
Please Take A Quick D&D Monster Product Survey
If you have time to take a quick 6 question survey about a
monster product I'm thinking of putting together for D&D,
I'd much appreciate it.
The survey is anonymous and gives you a chance to greatly
impact the design:
Take Survey
Dragon and Dungeon Cease
News this week from Wizards of the Coast revealed that
Dungeon and Dragon magazines will end publication in
September. This is sad news for me. I remember walking into
my local hobby store in 1980, picking up Best of Dragon II,
and asking the cashier "What's this?" I walked out with the
magazine and the Player's Handbook, and thus my RPG hobby
truly began.
Superstition Giveaway Winners Notified
Winners of Creative Mountain Games' Superstitions PDF have
all been contacted. Thanks to everyone who entered the
giveaway! Entries are being edited as we speak and will
appear in an upcoming issue for use in your campaigns.
I e-mailed Mark at Creative Mountain and asked if he could
supply a coupon to give Tips Readers who were hoping to win
the product a price break. He's graciously given all of us a
33% discount until the end of April. Thanks Mark!
Use this coupon link to get the discount.
(Disclaimer: this is just a straight-up link to RPGNow for a
coupon. I don't make any money from this from link clicks or
sales or whatever.)
Cheers,
Johnn Four,
johnn@roleplayingtips.com
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Music By Gamers For Gamers - Free Sample Tracks Now Available
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Check out the free music samples and hear what all the
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Return to Contents
How To Work With Crummy Character Backgrounds
12 Options For Solving "X killed Y"
By David R
A common theme with players when asked what their character
background is to say that "X killed Y so I hate X." X is
some villainous entity the player is forever hunting, and Y
is someone of great significance to the character who is
now dead.
In one easy statement the player has a reason to go on
killing sprees without any past relations to slow them down.
The background of Conan the Barbarian is typical of this
type of background as Conan's whole village is killed,
leaving him an orphan with no ties to the rest of society.
The problem with this type of background is it's so
limiting. Players like this limitation because they feel
having connections might lead to complications in their
gaming life (hostages, financial obligations, duties,
responsibilities).
GMs find this troubling as it results in dull and repetitive
characters without any background or depth that has not been
wiped out. Further, players using this type of approach
often claim they are justified in being strong and silent,
further limiting their participation and investment in the
storyline.
What is a GM supposed to do when presented with the typical
X killed Y story from a player? You could simply reject the
storyline and tell the player to try harder to come up with
something else. This tends to lead to players who state the
GM is not allowing them to create the character they want to
create.
Another solution is to do what story writers have been doing
for centuries when presented with such a storyline: look
upon it as a blank slate to create a deeper, mysterious
background.
Following are 12 suggestions you can use to provide players
with connections that have survived the usual tribe-killing
villains.
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1. 99% Solution
It is just plain hard to get that 100% kill. Any villain
who has been given a prophecy that someone of a particular
lineage is going to kill them will tell you it is almost
impossible to get the 100% success needed to ensure
immortality.
There is always someone who was out in the woods at the time
of the slaughter, a baby in a womb of an unwed mother, a
relation who was in a neighboring village, a disowned
relative, a relation who changed their name by marriage, a
relation who was thought to have died, a relation who was
thought to have been forever lost at sea, or a relation who
was saved from death by a stranger.
Luke Skywalker is a good example of this. He starts as an
orphan whose adoptive family dies in the beginning of the
story only to find he still has a father and a sister that
are alive.
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2. It Was All A Lie
This is good when the events occur at an extremely young age
in the character's background. The character has been told a
story of great evil that has occurred but it is all a lie.
The reason for the lie could be to turn a child against
their parent, to hide their true heritage (usually royalty
or similar power), to hide a greater trauma, to hide the
nature of the true parents or relations, or to provide some
obstacle to the character asking too many questions of how
they came to be in their current circumstances.
The Man in the Iron Mask is a good example. He believes he
is a common peasant only to find out later he is a twin to
the King.
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3. The Haunting
If a player makes a regular habit of killing off relations
then give them someone they cannot kill. A ghost of a
parent or relation makes a perfect person to come by for
regular visits and to offer advice or harm. AI intelligences
that are "ghost in the machine" or holograms serve similar
roles.
These character types are usually immortal, preventing
players from destroying them despite their nuisance value.
The characters of Hercules and Xena in the TV series were
haunted by various gods who served the role of family
despite elimination of other family from the characters'
pasts.
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4. Almost Family
Everyone is raised by someone. If the player kills off their
real family then usually they have a mentor or surrogate
family that raised them. Sometimes players will kill off
these individuals as well to make sure they have no past to
which a GM can claim connection.
These surrogate families are often large though, and the 99%
rule often applies. Frodo is an example of this type of
character. He starts as an orphan and has his adoptive
parent disappear. He later discovers he has many relations
with the elves of Rivendell and with Gandalf through his
surrogate parent.
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5. The Non-Human Connection
Harmless animals such as small dogs and cats can fulfill
many of the roles of a relation in a story. They can be
captured or threatened, and require maintenance to keep them
safe. If the animal does not do more fighting or work than a
similar NPC would be expected to do, then they can be a
useful tie for the player who wants no human relations.
Peter Pan's companion, Tinker Bell, is a similar style of
connection for which he realizes he is willing to go to
great lengths to rescue and save. Capture a player's
familiar and see the result that you get.
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6. Amnesia
The events of the tragedy are so horrific that the memory of
the events is not perfect. The player assumes X killed Y
because evidence points in this direction. Someone else may
have killed Y, or Y might not even be dead because the
events were just too terrible at the time.
This is similar to the lie, but instead it is the player's
interpretation of events that are at fault. The player sees
or remembers blood and has convinced themselves the worst
has occurred. The truth could be that Y escaped or was taken
hostage. Y might not have even been at the site of the
killing.
Wolverine is a character where others know the truth of his
family history but refuse to tell him because he has
repressed the events of his past. Sabertooth, while an
enemy, is also somehow part of Wolverine's past and is
possibly family.
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7. It Was Faked
The events were staged to make it appear that Y was killed.
Y could have faked their death or others could have faked Y
dying. Many heroes and villains have faked their death and
it is a standard of fiction. Players saw what they were
meant to see.
In the Raiders of the Lost Ark, Indiana Jones sees Marion
Ravenwood die after being kidnapped. She later returns to
the story healthy and a hostage of the villain. Death is
rarely final in fiction.
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8. They Live
Speaking of death being hardly final, cloning, resurrection,
demonic possession, androids, doppelgangers, changelings,
stasis chambers, reincarnation, and other story devices can
bring back any relation who was killed.
If Y is important to the character, then even the
possibility one of these avenues might exist should send
them scurrying to the rescue. Villains often use such
methods as well to taunt their foes as they show off their
terrible power. The character Blade discovers that his
mother is now a vampire instead of being dead as he
previously thought.
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9. Memories And Dreams
Players can have connections to flashbacks or dreams of
people they knew prior to being killed. These connections
can make for deeper connections or provide insights into
present situations.
Through dreams, characters have full conversations with
these people that relate to present events and can even have
people manipulate these dreams creating the hostage effect
(the "Help me Obi-Wan Kenobi. You are my only hope." image).
Highlander the series often made use of flashbacks to
provide the highlander a connection to the past he had left
behind due to his immortality.
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10. I Read It Somewhere
Players can find connections their character did not know
existed due to letters or journals written by Y prior to
death. A character has all of their relatives killed only to
learn their mother or father exchanged letters with some
stranger. Finding the stranger and their connection to the
character's dead family can attach the player to a new
surrogate family. Romance stories like the Bridges of
Madison County and the Notebook use this device.
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11. Often It Is The Servants Who Suffer
If all the members of a family are killed then often there
is a loyal retainer or servant who is willing to step up and
act as family. These people often take oaths, as do their
families, to help out and become a surrogate family for the
character.
In the movie Dragonslayer, the apprentice Galen inherits
Ulrich's servant after Ulrich is stabbed in the heart. In
the book Dune, Paul Atredies inherits the servants Duncan,
Gurney, and Thufir.
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12. There Is Always Time For Family
If there is no family in the here and now then there may be
family in another time, place, or dimension. A player
subjected to any of these conditions can find family members
and possibly bring them back to the present.
The character Lessa in Dragonflight travels back in time
hundreds of years and returns with large numbers of
dragonriders who repopulate the world.
* * *
I hope these 12 suggestions have shown there are a variety
of ways that "X killed Y" does not mean a player has
eliminated all past relationships. It merely provides the GM
more opportunity to develop connections the player did not
realize existed.
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Expedition to the Demonweb Pits
A D&D super-adventure that can be played as a mini-campaign
or a series of small side adventures.
Expedition to the Demonweb Pits is for characters levels 9-
12. It is usable as a mini-campaign, a story arc in a
Dungeon Master's regular campaign, or a series of small side
adventures with a big payoff. The structure is flexible and
customizable. The adventure uses a new combat encounter
format designed to make the DM's job easier and to speed up
play.
Heroes who become entangled in the adventure's plot soon
find themselves squaring off against the agents of Lolth and
Graz'zt across several planes, including the Abyss.
Expedition to the Demonweb Pits at RPG Shop
Readers' Tips Of The Week:
1. Start Sessions Mid-Combat
From: mrmike65
Hi Johnn!
I recently began using a new session-starting technique and
thought to share it with you.
Generally, I try to end each session in the middle of an
action scene - combat or otherwise. At first, the players
were less than enthused, until they realized I would be
starting the next session exactly where we had left off.
Let me tell you, the players went nuts when they realized
they would have several days to think about what their
character would/could do when the action resumed! I'm
getting 4-5 emails between each weekly session, just with
ideas and questions from the players about what their
characters might do.
I had been beginning each game session with a quick recap of
what was going on when the previous session had ended, but
realized the players weren't really focusing on what I was
saying. So, I took to beginning the recap with a quick
sentence or two - as a cue for the players - and then
calling out for someone to continue with the recap.
As the previous session's last scene is being retold, I will
interject with my own observations and ask other players to
fill in details of what their characters had been doing. I
try to include everyone involved with the scene.
This has had a number of gratuitous results:
- It gets the players focused on the game and back into
character
- It gets the narration back up to speed
- It lets me hear the scene from the player's point of view
and see what was important to the players
- It saves me from having to remember all the details of the
action
- It keeps the players thinking about the adventure between
sessions
- It gives the players a chance to ask questions that might
otherwise get lost during the heat of the moment
- It gives me a chance to hand out xp for roleplaying that I
might have missed
- It begins each session with action and player involvement
There are more benefits the players and I get from this
practice, but this list hopefully gets the point across.
Game On!
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2. Encounter Template: Threat, Problem, Resource, Or Reward
From: The Ryan of Stoughton
Via Enworld Post: Non-fight travel encounters
I believe any encounter the GM puts in should be a
threat, problem, resource, or reward.
Passing a caravan is a terrible encounter, unless:
Threat: A mudslide or flood threatens to wash the caravan
away.
Problem: The caravan is stuck with a broken wheel, and is
blocking the road. A harried merchant's five kids are
running wild while he tries to coax intransigent animals
into doing something useful.
Resource: The caravan sells stuff the PCs want, or has
information the PCs can use.
Reward: The caravaners recognize the PCs, and give them a
free lunch for being great heroes.
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3. Example GM Organization
From: Kyle
Hi,
I just read in your archives where you ask how other GMs
organize their stuff.
- I have a binder divided into folders that collects maps,
reoccurring NPCs, and the like, and 10 sheets of white paper
in sheet covers that I use for notes.
- I use wet erase markers.
- I have four sheet covers I can overlay on my battlegrid to
show terrain and area of effect.
- Information relevant to the current session is taken out
of the binder and put in a stack from most to least
important.
- I have custom character sheets that are reusable, which I
copy monster information into so I don't reference the
monster manuals at all during the session.
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4. New PocketMod Tool
From: Scot Newbury
of Dice and Dragons
In Issue #283 you published a tip about PocketMod and I
wanted to pass along that the creator has added a new
utility - a PDF to PocketMod converter. It will take any 8
page PDF file and line everything up into a single page
(also PDF) that you can then print and fold to create a
PocketMod.
www.pocketmod.com
One thing to make folks aware of, the OpenOffice export to
PDF is not compatible with this new tool, so to use it
they'll need to download and use one of the many PDF print
tools out there (I use dotPDF 5 - after it is installed you
print to it like any printer).
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Eyes of the Lich Queen
This super-adventure is for levels 5-10, involves dragons,
the Blood of Vol, and a curse tied to the Draconic Prophecy.
Heroes searching for a mysterious artifact called the
Dragon's Eye fall victim to an ancient curse tied to the
Draconic Prophecy. They must unravel the truth about the
curse while fending off agents of Lady Vol and the dragons
of Argonnessen, who want to destroy them and claim the
Dragon's Eye for themselves.
Eyes of the Lich Queen is an Eberron super-adventure for
5th level characters and is designed to take them to 10th
level.
Eyes of the Lich Queen at RPG Shop