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Backgrounds and Backstories

  • Writer: Under The Dungeon
    Under The Dungeon
  • Oct 12, 2020
  • 3 min read

Race and Class are the bare bones of the character you build, but where characters really fill out and come to life is their backstory. Backstories help you to bring individual personalities, interests, flaws and depth to the person that you create. Don't be afraid to go deep and to create long backstories with lots to pull from and process; most characters are adults and have lots of experiences to draw from, give them that. (You won't regret it)


Some people worry about tropes and you can avoid them but you do not have to; some tropes exist for a reason and they can be used to help build realistic characters. Going big with your background, or out of the box can also help to create fantastical backgrounds that are unique and standout even in the incredible world of fantasy that your DM will create. Also be sure to work alongside with you DM to create your character, so that what you create works in the world setting; because they have built the whole world that your character calls home.


Player Characters should be whole people with their own stories, capabilities, interests, histories and families; all of which come from the backstories that you write for them. Starting with a name or a physical description, you can choose any name and general physical description that you'd like. However, the sections for each race detail a few suggestions and guidelines for both names and what the various races can look like.


 

After you have decided on a race and a name, the next step is to choose an alignment for your character. Alignments are the core of personality for most characters. They guide choices, and behaviors and responses to different people, things and situations. They also serve as a broad description of moral and personal attitudes.

The Alignments are more detailed here and that site also has a really neat alignment quiz that you can take personally or thinking as your character to see where they would fall.


 

The Player's Handbook outlines four basic kinds of characteristics to help players develop who their characters are as individuals. The Book and DnD Beyond both have a list of possible background guidelines, you are not bound to these but some people find it easier to fill out their characters when they have these things to choose from. If you choose to tweak or alter any parts of these just be sure to check and work with your DM about any changes you want to be sure they're okay and that they fit the world /adventure you and your party are going on. These can help you figure out key phrases, habits, gestures, vices and/or pet peeves, though these things are small they can really help for players to feel like they really are apart of the world that you're playing in.


Personality Traits:

These are small interesting things about your character that tells the others something about their interests or dispositions. An example would be: My character has read every book she could -OR- My character is good at card games. Things that really set them apart from the others in the party. These may also describe things that they like/dislike, are afraid of, attitude about themselves, what the reasoning is for certain ability scores or even past accomplishments or events in your characters' history.


Ideals:

These are the things that your character most deeply believes in, you can find examples here. These are the fundamental moral and ethic belief systems that your character relies on. (This frequently pairs well with your alignment) Examples can be things that your character will always stand up for, things that your character will not be okay with, or what drives them to act the way they do to reach certain goals in the long term.



Bonds:

These are your connections to people and places that had large effects on your character. These things can be tied to class and race but do not have to be. They are the things that tie your character to the people and places of their past. One Example is Rhubi from our campaign who feels strongly for the leader of her Druidic Tribe, Diana. She will do anything to protect Diana and the Tribe.


Flaws:

These are representations of vices, compulsions, fear, dependency, that your character has. A weakness that might cause trouble for them in the future. Flaws can make characters relatable and deep, they should feel like real people and people are flawed. They may even cause your character to act against their best interests or the interests of the party. Could be things that make them angry or terrified; something that they have a dependency on like alcohol.


Next week check back in for DnD Vocabulary, Vernacular and how to work with the Player's Handbook

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