Re: Cool Backstory Syndrome
Quote:
I still have a copy of the first words I wrote for that setting, on a Mac Plus, back in 1989. The disks are unreadable, but the printout is just fine. I know that for all that 22 pages of history is too much in a primer, there are still players who are going to want to know:
Have to have answers for them somewhere! |
Re: Cool Backstory Syndrome
Quote:
|
Re: Cool Backstory Syndrome
Quote:
In an RPG, it also helps for there to be depth below the surface when the players start to dig. Additionally, making it often amuses the GM. Finally, it can be a lot of fun, as a player, to figure out something about a setting and see the clues/foreshadowing in previous events going all the way to the beginning of the campaign, rather than only having episodic events. The real problem with most "cool backstories" is they ae used to bludgeon the players with either "listen to my cool story, regardless of if you are interested in it," or "I've got a secret nananananana." |
Re: Cool Backstory Syndrome
Quote:
I had a tremendous amount of fun running my "hidden supers" campaign Gods and Monsters, set in 1925, with cameos by nearly every important figure from popular culture, from Lord Blakeney (on a visit from the African jungle where he had been raised by apes) to Tommy Walker (whom the PCs saved from psychogenic blindness and deafness). I think the players got around half the references. Bill Stoddard |
Re: Cool Backstory Syndrome
Quote:
|
Re: Cool Backstory Syndrome
This "problem" reminded me an old italian comic with this weird story: when everything was about to fail, suddently a third party appeared and saved the day leaving the main characters puzzling their identities and motivations. This move was important for the ending of the series but, at the time, the main characters couldn't know this. The whole idea behind that issue was a meta-story showing how to build clever plots without "fooling" the reader.
I think in RPG the same rule apply: while is important to build a clever and working world around the PCs, they remain the "focus" of the whole story, burdening the world too much could steal importance and slow the pace of narration. I think it's a matter of layers: spending too much on background informations it's wasted time, better to add another "layer" when the campaign grows. Like in the old 4° ed. D&D manuals: First come the PCs and the opponents (Basic set) Then the city and the surroundings (Expert set) Then the whole World is revealed (Campaing set) Then the mechanics behind the World are explained (Master set and beyond). On the other side I'm fine about "cool (and burdening) character backstories", a player could bring the most long and boring story he wants; I put only a condition: he must explain me the "driving conflict" that pushes forward his character. Exploit it and everyone is happy. |
| All times are GMT -6. The time now is 04:38 PM. |
Powered by vBulletin® Version 3.8.9
Copyright ©2000 - 2024, vBulletin Solutions, Inc.