1. Keep It Short - Unless you are Tolkien, you don't need to create the secret language your character used as a kid to speak to their siblings about their necromancer dad behind his back. The shorter your backstory is the more likely your Dungeon Master will read it and use it in the game.
2. Use Bullet Points - If you want your Dungeon Master to care about your backstory and use it in the game, make some bullet points.
- They are easy to see quickly
- The Dungeon Master doesn't have to read a book
- They show the important stuff
- You can make a list of major life events
- You can highlight important people
3. You Are Not Epic… Yet - You are creating a backstory for a first level character. You probably did not stop a dragon from destroying your village or fight off a horde of goblins while your family escaped. Think less epic… Maybe you saved a kid from a burning building. Maybe you got stung by a swarm of bees and survived. Maybe you ate a mushroom. Maybe you did all of your schoolwork. If you are making a higher level character, you can ignore this tip.
4. Explain Your Background - You chose a background for a reason. Make sure you include it in the backstory. If you have the sailor background, make sure you have stories about the sea (or at least a big lake or river) in your backstory.
5. Explain Your Class - Explain how your character got their powers and abilities. Did they study magic in the woods with an old hermit? Did they train with the town guard? Did they have a bunch of midichlorians and just start using magic? Were they simply called a burglar by an old wizard? Did they grow up an orphan on the street and start to steal just to survive like every other rogue?
6. Goals - Pick several things your character wants to do. Use bullet points so your DM can see them easily. Here re some examples.
- Find an old friend
- Pay a debt
- Revenge on a monster
- Escape their boring life
- Learn new secrets
- Test their skills
- Make their father happy (or mad)
- Eat new foods
- Learn new music
7. Motivation - This is different from goals. This is what makes your character continue to adventure when all appears lost. What makes them decide to accept the Dungeon Master's plot hook? Maybe they want to help people. Maybe they want to discover ancient magic. Maybe they want to destroy evil. Maybe they want to become famous. Make sure you choose something. The worst character is one that doesn't want to do anything and avoids every adventure the Dungeon Master creates.
8. People - A loner character can be fun but they are also a bit boring. Someone had to have an impact on your character's life. Maybe it was a parent or relative that helped them become an adventurer. Maybe it was a relative who hurt them and made them run away. Maybe it was a stranger who gave them a weird sword. Maybe it was a deity who spoke to them in a dream. Someone is important and the Dungeon Master should know who that person is so they can put them in danger.
9. Don't Go It Alone - Talk to some of the other players and create your backstories together. It is easier for a Dungeon Master to motivate a group of friends to take on an evil wizard than it is to motivate a group of strangers. Connections and relationships are important in the party. Why not start the game knowing each other.
10. Mystery - Leave some mystery for the Dungeon Master to incorporate your story into the campaign. Who was that mysterious stranger that gave you a weird sword? How did you actually get your magical powers? Where did you grandma go when she left the city? Why did your hair fall out? If you leave these questions unanswered, your Dungeon Master can create the reasons and make that part of the game.
Bonus: Let the Tragedy Happen in the Game - If you make your backstory too tragic, then the game will seem less exciting.
Photo Credit – Photo by Timothy Dykes on Unsplash