Overview:
So, this is gonna be a little bit different, compared to the usual kinds of PC Concepts that I post. I've been working on constructing a backstory for one of my NPCs that has a tragic element to it, and I thought to myself: "Why don't I write about this?" And since this is my blog, and I can do whatever I want, I decided that my PC Concept for this week wasn't going to be centered on a build for a particular character with a particular aesthetic.
Instead, I want to talk about the concept of the PC who has an element of tragedy to their backstory. We're not going to talk about the specific class, race, or background requirements or suggestions (because tragedy can happen anywhere and to anyone.) I just want to explore different ideas, and talk about the good and bad aspects of tragic backstories in TTRPGs. I'm hoping that this will teach or inspire others to explore tragedy effectively in their characters too, so... I guess it also counts as something of a Tips & Tricks!
So, let's dive in!
What To Avoid:
Let's start with the "don'ts" of a tragic backstory.
Don't make the backstory your character's only trait. I think that when we talk about "tragic backstories" with any character from any form of media, we also think of them as "traumatic backstories." It's important to remember that trauma doesn't define a person. Your character needs traits beyond their trauma.
Just as well, their trauma shouldn't be the only thing that they talk about. It may be that they don't talk about it at all, unless a situation arises where the trauma needs to be discussed for other reasons, like the safety of the adventuring party. DMs will, more often than not, incorporate character backstories into their plot. If that happens, it might benefit the group as a whole to know your backstory and history so they can help your character through their trauma that has come back to haunt them.
If another player or players at your table have tragic backstories (which they might; it's a very popular trope in TTRPGs nowadays) don't compare trauma. Don't have the conversation of "my trauma is worse because of X." Each person - real or fictional - handles trauma differently. Something that might break one person can be dealt with easily by another. How people express themselves when they're hurt is also something to be considered. Not everyone cries over their dead parents; some people grieve silently and internally. When something terrifying happens, some people lash out defensively and others shut down. These are things that you should consider when it comes to how your character acts when faced with trauma or traumatic situations, but just because someone else acts differently, that doesn't make their trauma less valid.
Lastly, make sure that you clear your backstory's themes with everyone at the table. Some players like to have really graphic or violent backstories, and while that's not necessarily a bad thing, everyone has different comfort levels. You don't have to explicitly tell your backstory to the other players, but make sure that the themes are made clear and approved by the others. If you have a table that's uncomfortable with some of the content of your backstory, you can either change the content, or you can save this character for another table.
How to Make an Effective Tragic Backstory:
In my opinion, there's one thing that makes a tragic backstory really effective, and it comes from one question. It's always the first question I ask myself when I write a tragic backstory: who or what does this character care about and why? The answer can vary, but there's one part of the "why" that will always remain constant: they care about that person or thing because it gives them hope. I'll give some examples. I like to have characters that specifically care about people because that gives the DM NPCs that they can work with.
- My character Conah cares about his younger brother and sister because they're the only family he has and, as the eldest sibling, he feels responsible for them. They give him hope that one day, they might be able to live a happy life together.
- Carter cares about the family that he's created in the Beyond because they make him feel like he's worth something. They give him hope that maybe he can have a happy afterlife.
- Spoilers ahead for anyone reading this who might be in this campaign with me now: Caldor cares about people in need because of events in his past where he has actively chosen to hurt people. He also cares very deeply about the concept of redemption, and that is what gives him hope because he believes that by helping others, he can redeem himself.
There are a lot of ways to go with this. I believe that having those people or that thing is a must. We'll talk more about why I think that in a minute.
Something terrible has happened to your character, and you can work with your DM to help you determine what that might be. Here are some quick examples off the top of my head:
- Dead parents or family
- Family kidnapped or taken hostage
- Dead mentor or teacher
- Church / temple your character was part of burned to the ground
- BBEG destroyed the character's hometown
- Character used to work for the BBEG and ran away
- Character is an escaped slave (I've done this one before as a player and as a DM with another player's character)
- Character is possessed by / indebted to a being of great power who they hate (Again, I've done this one as a player and a DM)
This is your "call to action" in most cases; this is the reason why your character gets personally involved in an adventure. They may have a vendetta or they think that doing this might get them to some kind of safety or salvation.
All of these things are terrible. All of these things will cause your character to hurt. The reason why that very first question is so important is because we're not creating a "tragic hero" (unless you really want to, but you'll have to talk to your DM and have a back-up character ready.) Tragic heroes, by their definition, have a tragic flaw that leads to their death or downfall. This doesn't mean that your character can't be flawed. In fact, they should be because that's one of the marks of a well-rounded and well-realized character.
We want a hero who has experienced tragedy; someone flawed, but not so flawed that it leads to their demise (again, unless that's what you're going for.) You need hope for a character like that because it's what's going to motivate them. Someone can choose to go along on an adventure, but it's not going to be fun or interesting for you, the player, to play a character that has no reason to go. Some of this trauma may also stem from a desire for something like revenge and that can be your motivation, but even revenge has an implied hope to it. It's the hope that by getting rid of or actively harming what has harmed you, you will heal. While in some cases it might be true, there is a saying from Confucius: "If you embark on a journey of revenge, dig two graves." That's an opportunity for character growth and development worth exploring.
Having that hope is what keeps a character going. If you have a party that becomes something of a found family, then they can also become another set of people that you care about because they make you hopeful for something better. They may even remind you of people that you've lost in the best ways.
In Conclusion:
Having a tragic backstory doesn't mean that your character mopes around, lamenting all that they've lost and what's happened to them. You're not trying to be the "edgy rogue" stereotype. It won't be fun for you if your character is brooding in the dark corner of the tavern while your party starts a bar fight.
In TTRPGs, having fun is the main goal. Play whatever you want, play however you want as long as you and everyone else at your table is having a good time. These are all suggestions, and this is just how I like to think about my characters. Personally, I like characters who have been hurt and who are holding on to and pursuing their hopes for something better. It allows for a really compelling character and story arc if you've got a good DM to help you realize it.
No comments:
Post a Comment