Nice video. I was slightly thrown off by not expecting the second camera angle but I got used to it quickly and it was good. Also I love the idea of bringing roleplaying ideas from the art or putting it into the portrait
Actually left place of birth open ended, with my character not knowing her parents. She got picked up by the circus at a young age as a fire genasi, and she ended up using her talents to bring in a bigger crowd. She went adventuring because she got kicked out of the circus when her wild magic ruined a show, and her best friend growing up (another player character) took that opportunity to suggest they travel the world. Now I find out that she is actually some Efreeti nobility sealed in a human child, because my DM seized upon that opening I left, and I am loving every moment of trying to piece together why they took this girl and sealed one of their own inside of her.
I always thought the personality quizzes you see on Facebook or in women's magazine's were just silly (ex. Which Game of Throne's character are you? Take our quiz to find out!). However, a half dozen short hypothetical questions can get players to think about how their characters will act in-game to specific situations to help think get comfortable roleplaying (works for alignment and classes too). Question: How would you open a locked door? A. Use a crowbar to break the lock B. Use thieves' tools to pick the lock C. Knock on the door and politely ask for it to be opened D. FIREBALL!!!
He said once, that he likes comments he disagrees with and hearts comments he agrees with. So every time he heats a comment like this, I see him heavily nodding and saying, "I totally agree with you, that I make the videos you need at the time you need them" Idk why, but it makes me laugh by every comment, that isn't exactly an opinion
"Do you create stories around your players backstories and if you dont, why not?" Separate post because separate discussion, but I am sort of in the dont. Reason is because I sort of fall into the simulationist play. It can feel random to suddenly not have grand adventure because of some side story which only might be relevant to that single player. While social contract means that party works to advance the goals, it can be difficult to know why the rogue would care about solving the murder of your bard's parents or would it be an enjoyable story compared to a grander overarching narrative. So I do not usually directly include a backstory specific event in itself unless I can tie it into the overarching story. Instead, I try to include the theme in some way to make these new events personal. It is what I encourage my players to do with backstories because excessively specific plot hooks can be difficult to work in, or limiting in value. As such, I tell them that if they are more open ended in unresolved backstory events, keep it concise and give events that shape your mindset? It can then apply more during actual play.
The way I look at it is, “if a party member was willing to go an a completely random journey, then that journey can involve a companion’s backstory and it would be no different.” The backstory quests need not be some side-story, that’s dependent on how you’re writing quests and how well you can tie together people’s goals.
@@joefollo4891 That is why I encourage players to keep it open. There are effectively two different time aspects within one of my campaigns. You have a story arc, so this is dungeoning and chasing down big baddies, and then there is the figurative "downtime" between these major events. These give players time to develop and expand the personalities of the players and their story. So if there is some extremely specific event in a backstory, this break is where they could pursue it, but as such, that also means it is simple. Effectively a filler episode/random. But if it is more open, the motivations unclear? I can work these into a major story and give the backstory more value.
@@russelljacob7955 The way I would go about it is to run the backstory for that player with that one player, 1 to 1 D&D in my experience is the best D&D gets
A lengthy backstory helps the player to bond with their character. It creates a more immersive experience. They key to tying it to the game though is keeping it open ended and unresolved. This allows the GM to weave the backstory into the plot or game world. As the player, you don’t want to go too far with the backstory before you even start playing. You don’t want to spend hours writing to just die in the first session. I would say, create three milestone events that happened in your life (perhaps the most recent is directly related to why you’re adventuring). For example, the first time you experienced death (Stand by Me), your first love, the moment you realized you were no longer a child. After each game session, flesh the events out a little more.
@7:25 one of my recent characters was an 11 year old human boy who believes he is a wizard but accidentally made a pact with Belial (Demon lord of lies) and is actually a warlock XD Called Levi, (as in Lev1(Level 1)) my first character that ever actually started as level 1.
"Hairdresser with fancy style of hair" it reminded me of the barber on Picards Enterprise (Star Trek Next Generation). He was a bolean, an hairless species. The idea of an naturally bald person taking up the job of a barber was rather fun.
I was thinking of that adam sandler movie, Don't Mess with Zohan or something like that. Former soldier moves to NYC to become a hairdresser, but danger happens and hilarity ensues.
My first character as a player in a full campaign is great! My character I made a run away from her family that is a cult to a deity of undeath and eternal youth. They are rich farm barons near a desert trade city, and despite infertile ground have booming orchards and farms no one can compete with. Her family still loves her most likely, and wants her to rejoin them for her own good. DM was new, so I dropped my backstory to my fellow players as a possible plot hook to help out the DM. They took it, and now the DM is full of inspiration! She is running side quests, my story as a droppable main quest, etc! What made me most happy is my DMing is what they said inspired them to DM. And seeing them flourish? Icing AND a cherry on the cake ❤ So what I am saying is a good backstory can vastly help a DM, especially one with writers block, break out of their cage. Have a not timed quest to potentially use but that is not needed to be used, and a few friendly npcs or rivals for the DM to use, and you make your DMs life easier.
*Thanks for watching!* Let us know in the comments below the most interesting player backstory you've heard in your RPG's, good or bad! To start creating your characters, check out Portrait Workshop here: portraitworkshop.squarespace.com/
My common Backstorys are about one DinA4-Side long, 0,5mm per Line, max. All that can not be said here is "unnecessary Baggage" when written by me (the Player). On the other Hand everything left out is something the GM can work with - and should (so do not get pissy instantly if he does and fuck around with "your" Background - it is not bad all the Time, y'know?). For Example I go for my Rogueish Hacker from Shadowrun: I have in his Name, his upcoming in a Corp as a Clerk, Racism he Faced and the Suicide of his Father and the Death of his Mother. I got inside that he was unwanted by his Father (Human) due his Race (Elf, yes, in SR that can happen) but his Mother (also Human) insistet to keep the "genetically Unpure Child" and Named him after the Mountanside by a Lake where she grew up. That both reflects upon his Personality of "Guilty Concience" for feeling bad for his Father killed himself due his "lost Honor" having an "unpure Child" and his love for the Mother and how it made him turn on the Corp as them killed his Mother for supporting him, the "unpure Child". So, where is the "useless Baggage" here and what is what the GM can work with? Well, there is no specific Name for them aside the Fathers Family Name (generic like "Smith"), so the GM can create a whole Story around this if he want. He can bring up "old Friends or Bullys from Shool" from the Corp Days. He can bring up the Fridges AI become sentient and teach him "to Program" if the GM wants. Oh, yeah, he is "japanese", that may be a Thing for the Flavour and the Tone here as well. Basically, everything from what you can not harvest anything for your "Acting" as Roleplayer, is useless Baggage for you and your GM instead of providing both of you Chances of compelling Storylines to live through. Also, this prevents a lot of unfitting and unwanted "This is what my Char would do!"-Moments. All of thoose which remain are to worked out by your fellow Players as well, as they should - aside their own Backgrounds, as you have to do as well - respect your Background and thus Char as well.
I remember this human paladin, whose backstory i revealed later to be part of a bigger world-building plot.(we were playing in the forgotten realms) He was born and lived in a relatively big city. Long story short, he was rised as an acolyte since his family were members of a rising unofficial cult. When war hit the city his father went to war and never returned. Eventually, many people from the church going through similar situations gathered up and went out of the city to fund their own kind of settlement. The city government didn't like that deal so they destroyed everything and killed many people. There the character started his journey. I basically made that cult to be the Church of Lathander, the Morning Lord. (Because it matched the paladin oath he chose). And i made a lot of the survivors of that tragedy (which i made well-known in the world (kind of like holocaust, it's a genocide)), to migrate in the same way the PC did, thus, spreading the Worshipping of Lathander and turning it into a well accepted religion. One of my ideas is maybe to make all that massacre to be of Lathander's own intention, to spread his faith, by becoming the hope of those desperate survivors. Still haven't figured out if that original idea will stay or not tho.
And the fifth question is... What is the fifth question? I think being a devil and being dehorned would either be a highly significant statement or a very traumatic experience. Either way, a significant element in the character's backstory.
Burning Wheel taught me to ask these questions as a matter of habit since it incorporates them directly into the character creation requirements, as well as some others besides. Where Were You Born/Growing Up/Early Career = Lifepaths Why did you start adventuring = Beliefs Other questions I've learned to ask: 1) What is *at least* one thing that this character believes whole-heartedly that I don't IRL? (This MUST be shared with the GM, if not the whole group) 2) What is their standard method of greeting people they're introduced to? (immediately shake hands? Spit in their face? Tie their tentacles into knots as a show of respectful superiority?) 3) How do they handle stress? (Drink and go carousing? Go space walk outside the station? Burgle a random house? Burst into song for no reason?) 4) What is one person or thing they care about without reservation, *excluding money and improved items*? (can be a lover, a holy artifact, an enemy, a mentor, a god, an ideal...) 5) What would the character do if they discovered all their items replaced with a single giant banana?...Wait, no, that's silly; no idea where that came from.
Hey Guy! Thank you for your videos! I’ve been watching for over a year, and you’ve helped me grow as a GM. This was a great video, but I would say that from my personal view, the app did get a little in the way of the point of the video. That being said, the app looks awesome. As well, I’ve used your questions for my players backstories for a hot minute. I’ve managed to create an interesting scenario or 18 using them! So thank you!!
Guy, your insights and perspectives on roleplaying has taught me, and those I role-play with, a whole lot. This video is no exception. I am getting this app when I have a better phone or tablet. I would use scars to tell a character's story, one which answers a question "have you had a near death experience?", or "what is your biggest fear?" It's a shame they didn't appear present, though, actually getting the app will teach me more about what it actually does.
I personally don't use this method of my character's background being influenced by their portrait. However, I will say that there are very important questions you should answer before a character is "alive". The "Why did they start adventuring?" question is paramount. If you don't know why they began their journey, they'll have no motivation to continue.
I do not understand why people are so obsessed with the adventuring question. Through my many years of role playing I can not think of any character, played by myself or anyone else, who would answer the question: “Are you an adventurer?” with an “Yes!”. (Ok, I can think of one exception; an insane character. - But that is beside the point.) However many would answer an invitation, to join the Adventurer’s Society, with an “Yes, thank you.”, but far from all, many would question the invitation: “Why?”. Adventurer is something you get recognised as, not something you can decide on yourself. I would not expect new characters to be adventures, or desire to be. - Thus it is “barking up the wrong tree” to ask about why they start adventuring. - And it can backfire on the GM in that it put an unnecessary limitation on character creation.
@@larsdahl5528 I think you might be focusing too much on the letter of the question and not the spirit of the question. The spirit is to ensure you know what the character's motivation is; why they do what they do. As a GM, it is very dangerous to begin a game with a group of players whose characters have no reason to do the thing, whatever that thing is for your game. I also don't understand your feeling about questions like this being restrictive. I would argue that foundational questions about what makes your character tick are a restrictive as scaffolding is on a building under construction.
Backstories are wonderful. And do not need to be complex. In my current starfinder? I am a simple backstory. Somebody fascinated with cybernetics. Became a mercenary to fund what they consider the next stage of evolution which is mechanization. Ultimate goal is to be free of the limits of flesh. To see the world in all that technology can offer. It is simple, and that gives both me and the GM freedom in play. At the moment, I am jokingly considered a walking tank. Heavy power armor, quad cybernetic legs and heavy weapons everywhere. Not exactly lowkey.... But then we had to be covert, and suddenly I remove my armor, swap out cybernetics.... and... well... that new appearance shocked the newer player! Backstory is what gets you to the start of your adventure. It isnt your adventure!
Good video. I know I'm a little to the party - just getting through your 12 episode Salt Marsh event (really good fun btw! ) - enjoy your GM style Guy, but are there any campaigns on YT with you as a PC?
I'm a big fan, watch everything you make multiple times and your videos have helped me immensely. However, if you are going to make infomercials can you put that in the title as it would probably have stopped the thumbs down reviews.
Omg, yes I do this and I have a list of them backstories and illustrations I do myself. I just wish I had more DMs who would capitalize on my backstories. Some are simple and othes more complicated but all of my characters are different races and nationalities. Personalies come a bit slower as I play them.
When did green become evil??? More on point when did we need a phone app with bad art to express our character? While those questions may help start a character, it's wise to remember that characters develop as they live their adventures. I would recommend against cardboard cutout characters that remain one dimensional. As a GM I look at how a character prioritizes their values and allegiances and how their choices throughout their adventures alters some while reinforcing others.
Honestly this feels like just a repeat of one of your previous videos but as a ad campaign for this phone app. The vid should be renamed to "One method to create a backstory" because you based is just of the image you were making, the questions are just steps for the One method of design, where u were asking to create an image. I feel you are leaning on it too much, it feels like you are being forced to use it in your vid instead of your own freedom of versatility.
Yup. I rarely quit watching one of his videos, but this felt so agressively pushing the app that made me pause, scroll down and see if I was alone on this. Seems not.
I have to disagree with most with what was said or at least taken with a grain of salt. There are 4 questions I always ask my players and try to work it so they feel part of the world 1:what event happened that made you leave your home? 2:why did you decide to become an adventurer and lays say not stable like a baker. 3: What is your character's goals to go on adventure (I want to know what motivates your character before I assemble a Menagerie of characters together) 4: what does your character like to do for fun? This one basically tells me what does your character do to unwind. The where you were born is a sharpened hammer. (I know what I put. Interesting concept that proves to negate its purpose). To Get such a thing done you need to heavily get the party involved in the world building aspect or have some knowledge of that land in a precon setting. If your using a world that you and some buddies developed over 10 years of game play yes that will be more effective. But if I am a new person with no knowledge of this land will have little to no reason to be excited that I came from the town of kumquat. Was it named that because of translation of an ancient race that once lived here and it has a meaning behind it as some ancient text was found here or the person who founded this place was like 'ha that's a funny word. Let's name this town here'. Then there are ways to make your backstory mean Jack-dittly-squat. Let's say your homebrew land/ebiron/FR characters are now in Barvola (ravenloft I dont think that's how you spell it) and guess what the backstory is just that a story.
I really like the questions your ask your players, but I disagree with the second half of what you said. Knowing where a character is born is important. You don't have to know a lot about the world your game takes place in to say "my character is from a big city" or "a small farm" or was born on a boat and raised as a sailor". The three ideas I listed were vague, and I didn't list any specific city/place but would still get a wildly different character depending on the answer. Just work with the dm to figure out where that would fit on the map (or make someplace up) and fill in the blanks during role-playing.
@@GiantDwarf-vr5zc the fill in the blanks as you roleplay is usually the way I give if a player doesn't give me a backstory. Most of the time I've noticed it puts heavy emphasis on the your backstory didn't mean jack dittly squat until that point. And by doing that you are also asking tge gm to make your backstory which I feel is tge worse things that can happen to a non-pregen. And then you have some systems where that can be abused. I remember an EoE campaign where this one character would "I know how to speak this language" without a light side point and I'm not a robot just an aversion intelligence hooman. As I stated taken with a grain of salt. Does your neverwinter noble have any say in barlovia? Does your small farm boy have any use with those skills in the city of brass. How useful will a non-airship sailor be in the blade desert. As a gm it is your responsibility to make the world come alive so that your players want to interact with it and give them experence so they want to see their character grow and get attached to them. Let's go back to the town of kumquat and let's say your pc Is from there. What is the importance of this. One of the questions ive would have asked was why would you have left this place. As a Gm this helps build up the feeling of what it was like and how the town might react to your return. But to another player kumquat has no meaning and is just a rest stop.but for another player it might have meaning because when they went there with the party they got a pet octopus who has been a productive member to the party. This brings up a backstory point system that I use in my head. Personal: what does this place mean to a certain character (pc) Relevancy: (which should be taken with a grain of salt) this is the past/present/and future potential of this location with PC Memory:this is for the player themself and how they associate such place. This one depends on how the gm plays out a location with the pcs. My Bulder's gate might be more cutthroat everywhere while yours might be just the rich vs the poor. (Gm) And unrelated note I'm was to lazy to edit in a second post. Unless your playing traveler there is no reason to have a 20 page back story at level 1. And while I don't like to stifle creativity there are some limits. I once had a player who "quote" I'm a half dragon, half angel, half devil, half orc, half elf, half (other thing) and they were very insistent on half and not sixth. Which if they were playing 300% of a character I might allow. Dont also say you defeated sn army or something extreme by yourself at level 1. Oh so you defeated an goblin army single handedly you say in sword to sword combat. And your telling me a single goblin can come up to you and shiv you and kill you in one hit? As a gm give me your true backstory. In game tell others as extravagant as you want.your 5e folk hero yes that's great amp up the story. Same thing as a Secret identity. (Everyone)
Sorry, but I see this the same as the video on naming your characters; just as an individual's name is not a descriptor to either class or personality, neither does one's appearance. Just because a character has armor of a certain color, does not suddenly make them ultra aggressive, and having bling on the armor does not make them bloodthirsty warmongers. Same goes for hair, or makeup, or lack there of.
Roleplay goes first, obviously. But I disagree with you, character design is essential (and very useful in rpgs) to represent personality and story. Same with names.
1. Where were you born?
2. Growing up. (Where and how?)
3. Early career. (What you did for food?)
4. Why did they start adventuring?
You the best :)
@@traffic411 I only saw 4 questions too. lol What is the advertised 5th?
Nice video. I was slightly thrown off by not expecting the second camera angle but I got used to it quickly and it was good.
Also I love the idea of bringing roleplaying ideas from the art or putting it into the portrait
Actually left place of birth open ended, with my character not knowing her parents. She got picked up by the circus at a young age as a fire genasi, and she ended up using her talents to bring in a bigger crowd. She went adventuring because she got kicked out of the circus when her wild magic ruined a show, and her best friend growing up (another player character) took that opportunity to suggest they travel the world. Now I find out that she is actually some Efreeti nobility sealed in a human child, because my DM seized upon that opening I left, and I am loving every moment of trying to piece together why they took this girl and sealed one of their own inside of her.
I always thought the personality quizzes you see on Facebook or in women's magazine's were just silly (ex. Which Game of Throne's character are you? Take our quiz to find out!). However, a half dozen short hypothetical questions can get players to think about how their characters will act in-game to specific situations to help think get comfortable roleplaying (works for alignment and classes too). Question: How would you open a locked door? A. Use a crowbar to break the lock B. Use thieves' tools to pick the lock C. Knock on the door and politely ask for it to be opened D. FIREBALL!!!
Thank you! I swear you make the videos I need as I need them lol
I feel the same way! been following for years and every video is always so relevant
He said once, that he likes comments he disagrees with and hearts comments he agrees with. So every time he heats a comment like this, I see him heavily nodding and saying, "I totally agree with you, that I make the videos you need at the time you need them" Idk why, but it makes me laugh by every comment, that isn't exactly an opinion
@@sdrawkcab_emanresu lolll
"Do you create stories around your players backstories and if you dont, why not?"
Separate post because separate discussion, but I am sort of in the dont. Reason is because I sort of fall into the simulationist play. It can feel random to suddenly not have grand adventure because of some side story which only might be relevant to that single player. While social contract means that party works to advance the goals, it can be difficult to know why the rogue would care about solving the murder of your bard's parents or would it be an enjoyable story compared to a grander overarching narrative.
So I do not usually directly include a backstory specific event in itself unless I can tie it into the overarching story. Instead, I try to include the theme in some way to make these new events personal. It is what I encourage my players to do with backstories because excessively specific plot hooks can be difficult to work in, or limiting in value.
As such, I tell them that if they are more open ended in unresolved backstory events, keep it concise and give events that shape your mindset? It can then apply more during actual play.
The way I look at it is, “if a party member was willing to go an a completely random journey, then that journey can involve a companion’s backstory and it would be no different.” The backstory quests need not be some side-story, that’s dependent on how you’re writing quests and how well you can tie together people’s goals.
@@joefollo4891 That is why I encourage players to keep it open. There are effectively two different time aspects within one of my campaigns. You have a story arc, so this is dungeoning and chasing down big baddies, and then there is the figurative "downtime" between these major events. These give players time to develop and expand the personalities of the players and their story.
So if there is some extremely specific event in a backstory, this break is where they could pursue it, but as such, that also means it is simple. Effectively a filler episode/random. But if it is more open, the motivations unclear? I can work these into a major story and give the backstory more value.
@@russelljacob7955
The way I would go about it is to run the backstory for that player with that one player, 1 to 1 D&D in my experience is the best D&D gets
A lengthy backstory helps the player to bond with their character. It creates a more immersive experience. They key to tying it to the game though is keeping it open ended and unresolved. This allows the GM to weave the backstory into the plot or game world. As the player, you don’t want to go too far with the backstory before you even start playing. You don’t want to spend hours writing to just die in the first session. I would say, create three milestone events that happened in your life (perhaps the most recent is directly related to why you’re adventuring). For example, the first time you experienced death (Stand by Me), your first love, the moment you realized you were no longer a child. After each game session, flesh the events out a little more.
You dear sir are my number one suggestion for new players wanting fantastic and insightful content. Thank you from Seattle, USA.
@7:25 one of my recent characters was an 11 year old human boy who believes he is a wizard but accidentally made a pact with Belial (Demon lord of lies) and is actually a warlock XD
Called Levi, (as in Lev1(Level 1)) my first character that ever actually started as level 1.
"Hairdresser with fancy style of hair" it reminded me of the barber on Picards Enterprise (Star Trek Next Generation). He was a bolean, an hairless species. The idea of an naturally bald person taking up the job of a barber was rather fun.
I was thinking of that adam sandler movie, Don't Mess with Zohan or something like that. Former soldier moves to NYC to become a hairdresser, but danger happens and hilarity ensues.
My first character as a player in a full campaign is great! My character I made a run away from her family that is a cult to a deity of undeath and eternal youth. They are rich farm barons near a desert trade city, and despite infertile ground have booming orchards and farms no one can compete with. Her family still loves her most likely, and wants her to rejoin them for her own good. DM was new, so I dropped my backstory to my fellow players as a possible plot hook to help out the DM. They took it, and now the DM is full of inspiration! She is running side quests, my story as a droppable main quest, etc!
What made me most happy is my DMing is what they said inspired them to DM. And seeing them flourish? Icing AND a cherry on the cake ❤
So what I am saying is a good backstory can vastly help a DM, especially one with writers block, break out of their cage. Have a not timed quest to potentially use but that is not needed to be used, and a few friendly npcs or rivals for the DM to use, and you make your DMs life easier.
*Thanks for watching!* Let us know in the comments below the most interesting player backstory you've heard in your RPG's, good or bad!
To start creating your characters, check out Portrait Workshop here:
portraitworkshop.squarespace.com/
My common Backstorys are about one DinA4-Side long, 0,5mm per Line, max.
All that can not be said here is "unnecessary Baggage" when written by me (the Player).
On the other Hand everything left out is something the GM can work with - and should (so do not get pissy instantly if he does and fuck around with "your" Background - it is not bad all the Time, y'know?).
For Example I go for my Rogueish Hacker from Shadowrun: I have in his Name, his upcoming in a Corp as a Clerk, Racism he Faced and the Suicide of his Father and the Death of his Mother. I got inside that he was unwanted by his Father (Human) due his Race (Elf, yes, in SR that can happen) but his Mother (also Human) insistet to keep the "genetically Unpure Child" and Named him after the Mountanside by a Lake where she grew up. That both reflects upon his Personality of "Guilty Concience" for feeling bad for his Father killed himself due his "lost Honor" having an "unpure Child" and his love for the Mother and how it made him turn on the Corp as them killed his Mother for supporting him, the "unpure Child".
So, where is the "useless Baggage" here and what is what the GM can work with? Well, there is no specific Name for them aside the Fathers Family Name (generic like "Smith"), so the GM can create a whole Story around this if he want. He can bring up "old Friends or Bullys from Shool" from the Corp Days. He can bring up the Fridges AI become sentient and teach him "to Program" if the GM wants. Oh, yeah, he is "japanese", that may be a Thing for the Flavour and the Tone here as well.
Basically, everything from what you can not harvest anything for your "Acting" as Roleplayer, is useless Baggage for you and your GM instead of providing both of you Chances of compelling Storylines to live through.
Also, this prevents a lot of unfitting and unwanted "This is what my Char would do!"-Moments. All of thoose which remain are to worked out by your fellow Players as well, as they should - aside their own Backgrounds, as you have to do as well - respect your Background and thus Char as well.
I remember this human paladin, whose backstory i revealed later to be part of a bigger world-building plot.(we were playing in the forgotten realms)
He was born and lived in a relatively big city. Long story short, he was rised as an acolyte since his family were members of a rising unofficial cult. When war hit the city his father went to war and never returned. Eventually, many people from the church going through similar situations gathered up and went out of the city to fund their own kind of settlement. The city government didn't like that deal so they destroyed everything and killed many people. There the character started his journey.
I basically made that cult to be the Church of Lathander, the Morning Lord. (Because it matched the paladin oath he chose). And i made a lot of the survivors of that tragedy (which i made well-known in the world (kind of like holocaust, it's a genocide)), to migrate in the same way the PC did, thus, spreading the Worshipping of Lathander and turning it into a well accepted religion.
One of my ideas is maybe to make all that massacre to be of Lathander's own intention, to spread his faith, by becoming the hope of those desperate survivors.
Still haven't figured out if that original idea will stay or not tho.
The app seems like an excellent aid for character creation, and for NPCs! :)
And the fifth question is... What is the fifth question?
I think being a devil and being dehorned would either be a highly significant statement or a very traumatic experience. Either way, a significant element in the character's backstory.
Burning Wheel taught me to ask these questions as a matter of habit since it incorporates them directly into the character creation requirements, as well as some others besides.
Where Were You Born/Growing Up/Early Career = Lifepaths
Why did you start adventuring = Beliefs
Other questions I've learned to ask:
1) What is *at least* one thing that this character believes whole-heartedly that I don't IRL? (This MUST be shared with the GM, if not the whole group)
2) What is their standard method of greeting people they're introduced to? (immediately shake hands? Spit in their face? Tie their tentacles into knots as a show of respectful superiority?)
3) How do they handle stress? (Drink and go carousing? Go space walk outside the station? Burgle a random house? Burst into song for no reason?)
4) What is one person or thing they care about without reservation, *excluding money and improved items*? (can be a lover, a holy artifact, an enemy, a mentor, a god, an ideal...)
5) What would the character do if they discovered all their items replaced with a single giant banana?...Wait, no, that's silly; no idea where that came from.
Hey Guy! Thank you for your videos! I’ve been watching for over a year, and you’ve helped me grow as a GM.
This was a great video, but I would say that from my personal view, the app did get a little in the way of the point of the video.
That being said, the app looks awesome. As well, I’ve used your questions for my players backstories for a hot minute.
I’ve managed to create an interesting scenario or 18 using them! So thank you!!
Guy, your insights and perspectives on roleplaying has taught me, and those I role-play with, a whole lot. This video is no exception. I am getting this app when I have a better phone or tablet. I would use scars to tell a character's story, one which answers a question "have you had a near death experience?", or "what is your biggest fear?" It's a shame they didn't appear present, though, actually getting the app will teach me more about what it actually does.
I need this one!! Ugh thank you so much
Thanks for the video. This has helped me alot
"someone who wants to get as far from their hairitage as possible"..
I personally don't use this method of my character's background being influenced by their portrait. However, I will say that there are very important questions you should answer before a character is "alive". The "Why did they start adventuring?" question is paramount. If you don't know why they began their journey, they'll have no motivation to continue.
I do not understand why people are so obsessed with the adventuring question.
Through my many years of role playing I can not think of any character, played by myself or anyone else, who would answer the question: “Are you an adventurer?” with an “Yes!”. (Ok, I can think of one exception; an insane character. - But that is beside the point.) However many would answer an invitation, to join the Adventurer’s Society, with an “Yes, thank you.”, but far from all, many would question the invitation: “Why?”.
Adventurer is something you get recognised as, not something you can decide on yourself.
I would not expect new characters to be adventures, or desire to be. - Thus it is “barking up the wrong tree” to ask about why they start adventuring. - And it can backfire on the GM in that it put an unnecessary limitation on character creation.
@@larsdahl5528 I think you might be focusing too much on the letter of the question and not the spirit of the question. The spirit is to ensure you know what the character's motivation is; why they do what they do. As a GM, it is very dangerous to begin a game with a group of players whose characters have no reason to do the thing, whatever that thing is for your game.
I also don't understand your feeling about questions like this being restrictive. I would argue that foundational questions about what makes your character tick are a restrictive as scaffolding is on a building under construction.
Cool app. I'll try it out.
Backstories are wonderful. And do not need to be complex. In my current starfinder? I am a simple backstory. Somebody fascinated with cybernetics. Became a mercenary to fund what they consider the next stage of evolution which is mechanization. Ultimate goal is to be free of the limits of flesh. To see the world in all that technology can offer.
It is simple, and that gives both me and the GM freedom in play. At the moment, I am jokingly considered a walking tank. Heavy power armor, quad cybernetic legs and heavy weapons everywhere.
Not exactly lowkey.... But then we had to be covert, and suddenly I remove my armor, swap out cybernetics.... and... well... that new appearance shocked the newer player!
Backstory is what gets you to the start of your adventure. It isnt your adventure!
What was the point of the alternating camera shot of what looks like you talking to someone off-screen to the right? I don't see what that adds.
Good video. I know I'm a little to the party - just getting through your 12 episode Salt Marsh event (really good fun btw! ) - enjoy your GM style Guy, but are there any campaigns on YT with you as a PC?
8:02 “Let's say that they worked as a hair… clipper… person….thing….”
Me: barber surgeon?
“Hair stylist.”
Me: Oh. A Medieval hair stylist. Got it.
I'm a big fan, watch everything you make multiple times and your videos have helped me immensely. However, if you are going to make infomercials can you put that in the title as it would probably have stopped the thumbs down reviews.
Omg, yes I do this and I have a list of them backstories and illustrations I do myself. I just wish I had more DMs who would capitalize on my backstories. Some are simple and othes more complicated but all of my characters are different races and nationalities. Personalies come a bit slower as I play them.
what to do if dm never asked for background?
When did green become evil??? More on point when did we need a phone app with bad art to express our character? While those questions may help start a character, it's wise to remember that characters develop as they live their adventures. I would recommend against cardboard cutout characters that remain one dimensional. As a GM I look at how a character prioritizes their values and allegiances and how their choices throughout their adventures alters some while reinforcing others.
Since Disney started to use green as a color of villains and their magic over 85 yeears ago.
I am working 3 new characters.th ed back stories are in process. I will try them on them
I like this video. I think it should not be too long .( not a novel)
Yes
Feels like an infomercial. Reducing everything down to face and costume is way too simplistic, as I suspect Guy himself knows.
Yes, my thought as well, looks more like a commercial than something useful for role play.
I initially thought so too, however, I've tried it and it does actually work, although admittedly I used Heroforge instead.
So its an avatar maker XD I love them. But I already tried to let the backstory impact my characters looks (or other way around :>)
Comment for the greater character 👌
I was thinking blue exorcist for the first bit lol
How to make your char feel real? Step 1 : Give them anxiety. Step 2 : Have them make all life decisions based on said anxiety
A bit unusual approach, but... Yes... That is such ideas that leads to characters with personality!
Honestly this feels like just a repeat of one of your previous videos but as a ad campaign for this phone app. The vid should be renamed to "One method to create a backstory" because you based is just of the image you were making, the questions are just steps for the One method of design, where u were asking to create an image. I feel you are leaning on it too much, it feels like you are being forced to use it in your vid instead of your own freedom of versatility.
I was having the exact same feeling, i dont mind advertising, but this seems to much.
Agreed, this topic was covered in-depth in his other videos. This just seems superfluous.
Yup. I rarely quit watching one of his videos, but this felt so agressively pushing the app that made me pause, scroll down and see if I was alone on this. Seems not.
So... the secret is asking questions about your character?
I have to disagree with most with what was said or at least taken with a grain of salt.
There are 4 questions I always ask my players and try to work it so they feel part of the world
1:what event happened that made you leave your home?
2:why did you decide to become an adventurer and lays say not stable like a baker.
3: What is your character's goals to go on adventure (I want to know what motivates your character before I assemble a Menagerie of characters together)
4: what does your character like to do for fun? This one basically tells me what does your character do to unwind.
The where you were born is a sharpened hammer. (I know what I put. Interesting concept that proves to negate its purpose).
To Get such a thing done you need to heavily get the party involved in the world building aspect or have some knowledge of that land in a precon setting.
If your using a world that you and some buddies developed over 10 years of game play yes that will be more effective. But if I am a new person with no knowledge of this land will have little to no reason to be excited that I came from the town of kumquat. Was it named that because of translation of an ancient race that once lived here and it has a meaning behind it as some ancient text was found here or the person who founded this place was like 'ha that's a funny word. Let's name this town here'.
Then there are ways to make your backstory mean Jack-dittly-squat. Let's say your homebrew land/ebiron/FR characters are now in Barvola (ravenloft I dont think that's how you spell it) and guess what the backstory is just that a story.
I really like the questions your ask your players, but I disagree with the second half of what you said.
Knowing where a character is born is important. You don't have to know a lot about the world your game takes place in to say "my character is from a big city" or "a small farm" or was born on a boat and raised as a sailor".
The three ideas I listed were vague, and I didn't list any specific city/place but would still get a wildly different character depending on the answer.
Just work with the dm to figure out where that would fit on the map (or make someplace up) and fill in the blanks during role-playing.
@@GiantDwarf-vr5zc the fill in the blanks as you roleplay is usually the way I give if a player doesn't give me a backstory. Most of the time I've noticed it puts heavy emphasis on the your backstory didn't mean jack dittly squat until that point. And by doing that you are also asking tge gm to make your backstory which I feel is tge worse things that can happen to a non-pregen. And then you have some systems where that can be abused. I remember an EoE campaign where this one character would "I know how to speak this language" without a light side point and I'm not a robot just an aversion intelligence hooman. As I stated taken with a grain of salt. Does your neverwinter noble have any say in barlovia? Does your small farm boy have any use with those skills in the city of brass. How useful will a non-airship sailor be in the blade desert. As a gm it is your responsibility to make the world come alive so that your players want to interact with it and give them experence so they want to see their character grow and get attached to them. Let's go back to the town of kumquat and let's say your pc Is from there. What is the importance of this. One of the questions ive would have asked was why would you have left this place. As a Gm this helps build up the feeling of what it was like and how the town might react to your return. But to another player kumquat has no meaning and is just a rest stop.but for another player it might have meaning because when they went there with the party they got a pet octopus who has been a productive member to the party. This brings up a backstory point system that I use in my head.
Personal: what does this place mean to a certain character (pc)
Relevancy: (which should be taken with a grain of salt) this is the past/present/and future potential of this location with PC
Memory:this is for the player themself and how they associate such place. This one depends on how the gm plays out a location with the pcs. My Bulder's gate might be more cutthroat everywhere while yours might be just the rich vs the poor. (Gm)
And unrelated note I'm was to lazy to edit in a second post. Unless your playing traveler there is no reason to have a 20 page back story at level 1. And while I don't like to stifle creativity there are some limits. I once had a player who "quote" I'm a half dragon, half angel, half devil, half orc, half elf, half (other thing) and they were very insistent on half and not sixth. Which if they were playing 300% of a character I might allow. Dont also say you defeated sn army or something extreme by yourself at level 1. Oh so you defeated an goblin army single handedly you say in sword to sword combat. And your telling me a single goblin can come up to you and shiv you and kill you in one hit? As a gm give me your true backstory. In game tell others as extravagant as you want.your 5e folk hero yes that's great amp up the story. Same thing as a Secret identity. (Everyone)
But dont mistake either I'm not calling you wrong. I'm just defending with what I said with my reasons. There are many ways to skin a cat
Love how subscribing loses you 10k subs
Sorry, but I see this the same as the video on naming your characters; just as an individual's name is not a descriptor to either class or personality, neither does one's appearance. Just because a character has armor of a certain color, does not suddenly make them ultra aggressive, and having bling on the armor does not make them bloodthirsty warmongers. Same goes for hair, or makeup, or lack there of.
Roleplay goes first, obviously. But I disagree with you, character design is essential (and very useful in rpgs) to represent personality and story. Same with names.
Is this meant to be funny? It comes off as a tutorial for how to use an app rather than good character making advice.
Meh. Plenty of free images online.
I like your videos usually, but this video is a badly disguised ad for.your sponsor. What you're saying is hollow and pointless.
No it is helpful.
I felt the same.