Writing a Character Backstory, But Enjoying It This Time

This entry is a spiritual sequel to a post from two years ago about a character from a game of Dungeons & Dragons (D&D).

When I mention D&D, there will likely be some readers who immediately switch off mentally. However, I promise this entry will not go too deeply into the game mechanics, and will instead focus on characters and storylines, so I invite you to stick with me.

I’ve been playing for the last few years in different groups. The most recent game has also been my longest, with sessions roughly every fortnight over the previous 18 months or so.

Every D&D game has a Dungeon Master (DM) who controls the general setting and what happens there, as well as acting as the voice of any secondary characters encountered.

When I began that game, I let the DM choose the attributes of my character. Many players consider this the most enjoyable part, but in my other games, I’d always found it a chore. My input was limited to giving my character a name – Max Wellhouse – and writing a placeholder backstory, with a view to expanding it in the future. D&D characters always work as a team, so the backstory typically explains how each character met the others.

Then I happened to watch this video from professional player Ginny Di, titled 5 backstory bad habits that drive your DM nuts. During the first section – Not having a catalyst – I began thinking about the placeholder backstory from months previously, and the pieces began to fall into place one by one. I’d written a background for Max Wellhouse, but not a backstory. It lacked a clear motivation for him to join the other characters.

You know how I said earlier that I’d found character creation a chore? Within two days of Ginny posting that video, I’d written paragraphs of backstory and motivation, comprising one main thread and two minor arcs, and what’s more, I enjoyed the process. I won’t reveal the content here, since it hasn’t yet been revealed to the other players.

Separately from this, I met up last weekend with one of my past D&D groups. The game halted a few months ago after we lost our former DM, and we’ve now decided to reform with an amended line-up. I was granted permission from the new DM to transplant my previous Captain Coconuts – from two previous games and rewrite his backstory from scratch. Again, I was inspired enough to write that up within 24 hours.

In the new backstory, Coconuts owned a ship and would seek out sea-based jobs and opportunities. On one job, he was accused of selling substandard copper to a powerful merchant. He sailed away as fast as he could with the merchant chasing him. Although Coconuts made his escape, it was at the cost of his ship smashing into rocks and sinking, leaving him on dry land with the few clothes and items he could salvage. Bonus points if you spotted the veiled reference to Ea-nāṣir in there.

Once again, I really enjoyed writing that, even if the character was pre-made with the assistance of the previous DM. I think that’s because I was doing it in the wrong direction.

Before this, I’d always tried to create a character, and then formed a backstory that would fit into the world. I think a better approach is to establish the world first of all, then have everything follow from there.

At the weekend, for example, the DM told me the world would be dark and serious. If I didn’t have Coconuts already made, I could then work on a backstory that might suit such a setting, then figure out what type of character might end up in that situation.

Unless something goes horribly wrong in either game, I expect it’ll be a while before I need to create another character, but I will make an effort to enjoy the process this time.