Showing posts with label Backstories. Show all posts
Showing posts with label Backstories. Show all posts

Friday, January 11, 2019

Bonds (put characters together)

I admit that the first time I've read about bonds, it was in Dungeon World, a Powered by the Apocalypse game.
For those of you who don't know what that means, a PbtA game is a game based on the framework of Apocalypse World, by Vincent Baker... There would be a lot to say about PbtA games; some OSR people love PbtA too, others don't like them at all, for various reasons. I stand among those who love both OSR and PbtA games (although not all of them). But this is not the topic for this post.
This post is about bonds, and bonds are not a thing of PbtA games alone.

Bonds are all about creating some kind of relationship between characters. This is great because it gives your players some material for role-play, right from the start, like Traits or Backstories do... but in this case it also encourages players to interact one with the other, thanks to the bonds established between characters.
Note that this also helps to minimize the feeling of characters being "randomly" put together.
Bonds do not necessarily have to connect all characters to all other characters; not all bonds have to be "strong" or "positive" ones, but it's probably better not to have in your list somethink like "I've sworn an oath to kill character X because reasons".


The first post is a list of one hundred reasons for characters to be connected, such as characters being best friends or being siblings, or other reasons less obvious and more entertaining like robbing a temple together, were slaves, met in a prison and so on.

Give me a reason...or a hundred!
by JB
Download the list here
[...] when your players are all seated around the table, each rolls D% to determine the relationship of their character with the player sitting to their right. The player sitting to the left of the DM rolls for the player sitting to the right of the DM (unless the DM has some prominent NPC in the party, than he might check that as well...it's not necessary since the DM usually creates reasons for NPCs to be around...I hope!).
By doing this, you should create at least two relationships, possibly more (if the guy to my left is my brother, and the gal to his left is my sister, than she's MY sister, too). That's enough to start the ball rolling...everyone else in the party is simply the proverbial "friend-of-a-friend" until you've developed a working relationship in-game. [...]


In this second post, Arnold K. offers also a suggestion (and a shorter list of bonds) to avoid forgetting to bring into play those bonds. By granting bonuses as long as you fulfill your role in the bond, you can make sure that players will keep those bonds in mind, and do their best to bring them into the game.
If you go with a list like this, perhaps a single character should have one or two of these bonds, but not more (they're a bit harder to keep track of, and may become too crunchy to deal with at the table, transforming role-playing into farming for bonuses).

Player-Player Bonds
So a lot of games establish player bonds during character creation.
"You once fought along side the person to your left."
"You have sworn to protect the person on your right."
Et cetera.  And that's a pretty cool idea.  But. . . it's possible for that sweet backstory to drop into the background.  Players and DMs might easily forget that Alice swore to protect Bob. 
Hopefully, if those bonds are represented mechanically, they'll be more in the forefront of everyone's mind.  For example, if two member of your adventuring party are ex-husband and ex-wife, they might share a Vendetta, and be paying very close attention to each other's turns, because the Vendetta ability triggers whenever the other person fumbles. [...]
Player-Player Bonds
1. Battle Brothers/Sisters - Years spent fighting together.
You each get +1 to hit as long as you attack the same target as your battle brother/sister simultaneously.
2. Destined Twins - You share everything.
Your HP is pooled and shared between the two of you.  Any negative physical effect that happens to one of you happens to the other, including death and or maiming.  (e.g. sympathetic limp if the other one loses a leg, nausea if the other one throws up, etc.)  This also works well for conjoined twin characters.
3. Favored Son or Daughter - You adventure alongside your offspring.
Your favored son or daughter must be lower level than you (and therefore, probably created after you).  They must also be the same race and class.  As long as you begin each session asking them "So what have we learned from all this?" they gain XP 10% faster, and whenever you assist them, you can double your bonuses you add to their attempt.
[...]
http://goblinpunch.blogspot.com/2015/08/player-player-bonds.html


In this third link, by Jeremy Friesen, we have instead a random generator. The generator presents multiple columns and for each you should roll a d20. You could get bonds like:
"Character-A has much to teach me about always pushing for golden reputation" or such as:
"Character-B insulted me by the ridiculousness of knightly dreams"...
Not all are going to be perfect, but you can work your way around the table to improve it or adapt it to your needs.

Random Bonds Generator for Dungeon World
[...] Roll 1d20 for each of the four columns.
d20 Relation Action Modifier Subject
1 ________ has much to teach me about the ridiculousness of angered heirloom
2 ________ insulted me by always calling out knightly reputation
3 ________ misunderstands me about always pushing for golden dreams
[...]
https://takeonrules.com/2013/01/02/random-bonds-generator-for-dungeon-world/


Three links only, for Bonds, feel like not enough to me... So I am going to jump the fence over into the PbtA field (like the previous post), and present some material which could be used as an inspiration.
In a lot of PbTA games,  Bonds are written in playbooks, and playbooks (a character sheet which is also your "class", your archetype in the game) are available as a free download, even if you don't own the game. So you can check those playbooks and fish for inspiration in their bonds.
We will look at a few examples here, with the classic fantasy theme, from Dungeon World:

Barbarian
______________ is puny and foolish, but amuses me.
______________’s ways are strange and confusing.
______________ is always getting into trouble - I must protect them from themselves.
______________ shares my hunger for glory; the earth will tremble at our passing!

Cleric
______________ has insulted my deity; I do not trust them.
______________ is a good and faithful person; I trust them implicitly.
______________ is in constant danger, I will keep them safe.
I am working on converting ______________ to my faith.

Thief
I stole something from ______________.
______________ has my back when things go wrong.
______________knows incriminating details about me.
______________ and I have a con running.

If you want to see more, you can check out this link - and you can download a pdf of all Dungeon World's Bonds from there (plus other alternatives):

Bonds
Bonds represent the feelings, opinions, desires and shared history that make the player characters a party of adventurers and not just a random assortment of people.  Each bond is a simple statement that relates your character to a party member.  A few "fill in the blank" standard bonds are found in each core class playbook with the idea that you can create your own even during character creation and will gain new ones through play.
As a systems component , bonds are intended to facilitate building immediate backstory between two player characters.  They also reward XP by encouraging the player to resolve the bond by acting upon changes in circumstances to create narrative that makes it clear the bond- for better or worse- is gone and replaced with something else [...]
http://a-dungeon-world.wikia.com/wiki/Bonds


Design notes:
- Bonds help players to figure out how to role-play to each other at the start
- Bonds are good to keep the party united or to give reason for additional role-play
- Simple bonds are a few (such as family, love, a common past, a friendship)
- Long lists avoid repetition and allow a wider scope
- Short lists may be combined with mechanical advantages
- Dungeon World contains a lot of example bonds to use as inspiration

Friday, January 4, 2019

Backstories

Something you don't do in OSR games, is to write a 3-pages backstory for your character even before char-gen. It goes without saying that it would be a waste of time when the character might die after a few minutes and when scores are totally random, so you might decide to steer towards a different kind of character than what you had in mind.
Actually, coming to the table, rolling dice, and only afterwards trying to guess who the f*** is this character that you're going to play with, seems like a healthier approach to me. And it is indeed what the OSR usually "prescribes".
Yet, there are times when you want something more than a name and a few scores and a backpack with torches, rope and weapons. We already discussed the option of using Traits, in this previous post of mine: https://daimon-games.blogspot.com/2018/12/traits-for-characters.html

While Traits usually focus on how to role-play your character from the start, Backstories introduce something about what happened to the character before this moment, before the adventure began. A backstory might contain the reason for the character to be out on adventures, to have left their homeland, to be on the run, to be seeking treasure, or it might be a sad story, a terrible story, a funny story. Regardless, it says something about the past.
One should be careful when planning to use Backstories. Some are easy to adapt to every character (like almost every Trait). Others have heavier implications towards the character's background or have strong connections to the setting, and so on.
Also, I strongly advice against using backstories longer than two, three lines. Backstories should be easy to play with as Traits are.
They might have a little more potential, though, in the hands of an inventive GM, because they can serve as a focus for bringing important NPCs into the game and making the campaign feel more "personal" for the characters. But again: do not invest too much, even as the GM, on a backstory. Every character in the OSR may die before they get a chance to get their revenge against their arch-enemy.

And it goes without saying: Backstories should be about level 0 (zero) characters.
If we were discussing Careers (and we will...) instead of Backstories, we would be discussing about "Failed Careers" rather than of successful enterprises. Why would someone successful (with a few exceptions) want to go risk their lives in a dungeon?


The first page we bring you is a huge d500 table. It contains several examples, and can serve very well as an inspiration to build your own table. Note that Skerples suggests to roll multiple times (maybe twice) for each character. In its introduction, this post mentions rolling also on Bastionland, the Into The Odd website, which provides a list of failed Careers. We will discuss this in a post about Careers, which is definitely a related (overlapping) topic.

1d500 Backstories to Inflict on your Characters
by Skerples
This post brought to you by a whiskey so cheap it doesn't even have a website, and root beer.
Normally, you might start a D&D group in a tavern or a prison or a convent. You might connect characters by a lifepath system or a few shared events. Instead, consider rolling on the table below several times for each character before race, class, stats, etc. are determined. The results are life events, things that just happened, or reasons to go adventuring. The effect on your players will probably be a dismayed "WAT", but so it goes. 
Side Note: Consider rolling once or twice on this table, then on Bastionland's Failed Careers table.
[...]
1d500 Backstories and Events Stolen from The Toast
1d500 Backstory Inflicted
1 You spy on people through keyholes and get exactly what you deserve.
2 You have been rejected on your wedding night.
3 You get made fun of sometimes. It’s hurtful, and you’d do almost anything to teach your tormentors a lesson. Almost.
4 You have committed several murders, yet somehow you are also the sanest and most sympathetic person you know.
5 You have earned the personal ire of a Witch-king. This ends poorly for you, and everyone in your country.

6 Your love has been soiled, and the object symbolizing it tainted, quite tainted! [...]
https://coinsandscrolls.blogspot.com/2017/11/1d500-backstories-to-inflict-on-your.html


Sometimes, you want something which might go a little over the edge. This is a good d100 table with some "mildly plausible background stories" (to quote the author), and others definitely less plausible.
The link below is if you want to see the table right away online. Afterwards, you'll find the link to the PDF that can be downloaded for free on RpgNow.

D100 Mildly Plausible Background Stories For Characters
Special thanks to 3 Toadstools Publishing – 3toadstools.blogspot.ca
1 Mentor was killed in an explosion
2 Father was beheaded
3 Sister kidnapped by Demon
4 Home town destroyed [...]
16 False prophet [...]
19 Teleported from a different world/time [...]
32 Remembers all past lives [...]
93 Deposed king [...]
https://simplednd.wordpress.com/2016/07/28/d100-mildly-plausible-background-stories-for-characters/

Free PDF on RpgNow:
https://www.drivethrurpg.com/product/187805/D100-mildly-plausible-background-stories-for-Old-School-Characters


Another approach to backstories, is to roll nothing at the start, but add something as you level-up.
The next article by  has an example in this sense. James Young presents a system where every time you level-up you roll for a story and decide how the story ended, giving you a bonus or boon related to how the story ended... Note that instead of a static entry you get a choice, and the choice has a mechanical bonus attached.
It's a little more complex that a simple backstory which serves as a background, but since it is a process done at level-up, at least it's done on characters who already have at least achieved level 2 and it preserves a fast character generation process for level 1 characters.

1d100 Retroactive Backstory
by James Young
I've been working on this off and on for the past couple of months.
The basic idea is that every time you level up, you roll 1d100 on the Backstory table.
Each has a hopefully-inspirational fragment of backstory and two potential outcomes.
So if you roll a 1, the DM tells you "You got into a confrontation with a bully who was way tougher than you. Did you fight or flee?"
Now the trick here is that the other players at the table decide what your character must have done, based on how your character's been acting in the game thus far. Debate is allowed and encouraged, as is swapping examples of supporting evidence, in this case probably times you stood and fought versus times you turned and ran.
The others come to an agreement or vote or whatever, then you make up a story of what actually happened. Who was the bully? Why did you do what you did?
The story can be as detailed or as sparse as you want, no pressure. Most of my players tied it into their failed career in some way.
Finally you get told what your new ability is! Each outcome of each backstory has its own associated power. In this example, "fight" nets you a +1 to hit vs enemies who have more HD than you, and "flee" grants you a +1 to fleeing rolls.
Score! Now your character is hopefully encouraged to live up to their new backstory. [...]


A different way to deal with backstories, is to select backstories by topic. You may have a huge table mixing different backstories, or in this approach you could build different tables and let the players decide on which table to roll. The event(s) of the various backstories would still be random, but it would allow the players to decide which type of story they'd like in the past of their character.
For example, you could build lists with
- Birthrights
- Conflicts
- Criminal events
- Adventures
- Weird or other events
- Horror events
- Romance events

The above list is built by combining topics of the next two linked posts, by Canecorpus. Use the lists to inspire you for your own tables.

A fire-breathing were-mammoth destroys half the village while calling your name
by Canecorpus
[...] BIRTHRIGHT d10
1 – Slave/Exile
2 - Serf
3 – Lowborn Commoner
[...]
CRIMINAL EVENT d20 
1 – The PC is accosted for brigandage. The PC is forced to wear iron boots for 1d4 years.
2 – The PC is accosted for begging in the presence of a noble. The PC is forced to wear a halter for 1d10 days and walk through the streets of his homeland.
3 – PC is accosted for piracy and transfer of illicit slaves. The PC is racked for 7 days and nights. The PC is 1 inch taller.
[...]
WEIRD/OTHER EVENT d20 
1 – Perfectly normal childhood. The PCs peers mock the child for his normalcy.
2 – Every morning the PC wakes up and finds a silver piece under their head, as well as a splitting headache.
3 – PC is ruthlessly hunted by Dwarven slave-traders for an unknown reason. The Dwarves have a very annoying war cry they scream when ever they see the PC, 'Vbblalalalbalalalalbala!' [...]


You spy your long time love laying eggs in the wilderness one evening
by Canecorpus
[...] HORROR EVENT d20
1 – Head stuck in a hole in ground for 1d8 days. Something licks your legs periodically during your entrapment.
2 – Deranged hermit pulling a cart with unidentified meat follows you around at night for 1d4 years
3 – Walking barnacles abscond 1d4 members of your family and are never seen again
[...]
ROMANCE EVENT d20
1 – You have absolutely no romance in your adolescence and are mocked ceaselessly by your peers
2 – Desert raiders abscond you into slavery, forcing you act as a pleasure slave in the profane Ziggurats of the Man-Bull. You are released 1d4 years later. Gain a trade skill.
3 – The sexually frustrated Elf maids from the Village of Two Stars kidnap and fight with one another over mating rituals for 1d4 years. Still unresolved, you eventually escape. [...]


Design notes:
- Backstories at char-gen, perhaps tied to traits and/or careers
- Backstories with choices or different ending (chosen by the player? by other players?)
- Backstories at level-up, adding complexity and depth (also, in accord to what we've seen so far of the character), keeping char-gen as fast as possible
- Backstories with mechanical consequences (good, or bad ones!)
- Backstories divided by topics, giving players some choice before their random roll(s)