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Posted on Tuesday, July 1st, 2008 at 1:26 pm. About DnD, Smite.

Time Enough for Genesis?

UnbreakableHow much character development, particularly of the pre-first-level backstory variety, is typical for your gaming group?

My gang is a bit of a mixed bag – some are willing and capable of creating personal histories that would fill a small book, before they ever set out on their first adventure. There’s some good reasons for this – having seen it in action, my observation is that this is usually a result of forward-looking character design, and a desire to have some sensible motivation or reason why this character is going to make certain path/class/level choices as they come along. Fair enough.

Others may as well be playing chronic amnesiacs. Reasons here differ. A bad reason is just not caring about anything other than the day’s action. A better reason is a holding back out of a desire to see where the campaign leads and what the DM has in mind regarding player destinies.

Personally I like to take my characters just to the edge of a “formative” state at first level and then let it play out from there. More personality than history, see? I’ve been both successful and not-so-much at this, perhaps I could say diligent and lazy, because that’s what it usually boils down to for me. Or I can get cranky and blame the DM or campaign; hey, we’re only human. But let’s examine this: so maybe I’m not the sort of person who creates a character whose family is in a complex and prolonged blood feud with a rival house; but maybe I am the sort who’d be happy to accept such a turn of events were the DM to introduce it; but have I done enough to signal to my DM a willingness to explore such possibilities? Many DMs might assume that a player want to write his personal story as individually as possible, thus mistaking a story-passive player as uninterested when really he’s just looking to do it collaboratively. Communication is key.

In 4E, character levels 1–10 make up the first tier of play, heroic, after which that characters rise to paragon (11–20), then epic (21–30). If you liken character development to that of your favorite comic book heroes, perhaps the arrival of paragon level (11) can be seen as the end of your “genesis” story. Some might feel that’s too late/long. Heck, some might feel level 2 or even level 1 is the end of your “genesis”. “Genesis” has to be different than backstory, because by definition you wouldn’t play out a backstory. But I take it to mean that by the end of your genesis story you’ve clearly found and established your heroic identity. You are far from triumphing over (or even identifying) your greatest foe, but you’ve probably waged a great struggle against some powerful foe, and emerged victorious, to get this far.

Perhaps you can break it down and call levels 1–5 the “finding yourself” levels, and 6–10 the “proving yourself” levels. Of course, this works best if there’s some unifying story to tie all those adventures together. By this approach, by around level 6 the party should become aware of a specific opponent to defeat, or other such goal to accomplish, and the effort should take them all the way through to paragon. They haven’t saved the world, but they’ve made a dent in it.

So instead of having your characters start at level 1 trying to look backwards to create a backstory to put the fire in their bellies, perhaps instead you should have a group conversation about the sort of things they’d like to be part of their “genesis experience”. I don’t think it’s so wrong for a player to say, “I was thinking I would need to see my home village burned to the ground in order to become the sort of stone-faced killah I’d like to eventually play.” A lot is left in the hands of the DM, as well it should be, but you’re never going to get these things into play if you don’t try. And the bottom line is, if somebody’s home village is going to get burned down, isn’t it better to do it when your characters are at 5th level, not before they even start playing?

 

7 responses to 'Time Enough for Genesis?'.

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  1. d21 Gaming » dCharacter/dt - Posted on July 8th, 2008 at 4:22 pm.
  1. 1 The Emperor
    Posted on July 1st, 2008 at 3:39 pm. About 'Time Enough for Genesis?'.

    Is that Bruce Willis? How interesting…

  2. 2 Random
    Posted on July 1st, 2008 at 4:03 pm. About 'Time Enough for Genesis?'.

    One reason I like to do a backstory is that it gives the DM stuff to work with. Every character that I can introduce as a potential NPC in my backstory is someone the DM can use as a plot hook. Someone to kidnap,kill, need a favor, or even who can help out if the players need a hand. The trick is to not make them powerful, unless they are an enemy, or to make them more interesting than the PCs.

    Back stories have to be tailored to the character in that if you are running a 12 year old thief you don’t have that much to work with. A 400 year old elf on the other hand, well sometimes it is more of a struggle to explain why they are still first level.

    The setting can also make it easier to churn out some backstory. In a huge setting like the Forgotten Realms there is so much to work with you can write a ton of stuff into your backstory. You could create a petty noble and fill your backstory with your years of parting in Waterdeep before becoming an adventurer.

    I think that using the first ten levels as an origin story is a really good way to look at it. Pre 4th edition I always thought that the first 5 levels were the origin. Maybe this matches up with the new system having more levels.

  3. 3 Indiana Joe
    Posted on July 1st, 2008 at 8:34 pm. About 'Time Enough for Genesis?'.

    I’ve always thought that the purpose of a backstory is both to give the DM a way to hook the character into the campaign, and to give an idea of where the character is going.

  4. 4 KarasDjun
    Posted on July 2nd, 2008 at 9:10 am. About 'Time Enough for Genesis?'.

    Backstory is fine, but extensive historical documentation of what a character did from cradle to dungeon is overkill and stifles the creativity of the DM. If you need that much background for a character, then you’ve already started the novel and should just finish it outside of the game. There are random things called dice that influence the game and prevent ANYONE from predicting exactly what will occur in the future. Your character might think he’s heading for that lord title and knightly prestige at court, but the DM might have you in the wilderness and deep in forgotten temples or caves for most of your career. Also, characters with vastly different origin stories are harder to integrate into a cohesive party. We tried the organic party generation method once - where all the characters have ties to at least one other character and usually more than one. It turned out well, but there will always be that one person in the group who wants to be the loner, the outcast, or the troublemaker. Such a player almost always makes a character counter to the alignments or backgrounds of the party as a whole - the necromancer in the LG party of clerics and paladins, the barbarian in an otherwise civilized party, the pacifist in a party of slayers, etc. Too often, characters are made without input from the other players. You should sit your players down for a couple of character sessions before the game starts. Explain to them that they have to weave the threads of their stories together themselves and then build on that. Role-playing is not necessary for such a session, but they should be aware that they are trying to make a cohesive group, not a bunch of loners thrown together by chance. Of course, a group of loners COULD be their angle.

  5. 5 The Emperor
    Posted on July 2nd, 2008 at 5:17 pm. About 'Time Enough for Genesis?'.

    Here’s a suggestion. My character was in a Tavern, and your character was in a tavern, and we were mostly drunk, and this mysterious stranger offered us a bag of gold to do whatever. The End.

  6. 6 Tommi
    Posted on July 6th, 2008 at 3:11 am. About 'Time Enough for Genesis?'.

    If I bother with character history, it should be the thing driving the game. Otherwise I’d rather improvise it in play so that it actually fits with the game and adds to it.

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