unironically, this has become my favorite approach to character background over the years. Build out what the character can do, first, maybe pick a theme too. But create the character you want to play when you're at the table. The first few encounters are a great forge to make a character from, and then you can extrapolate and improvise from there when necessary.
When I played AL I put in the minimum effort. Playing with a random group every week means no one is really going to appreciate it.
On the other hand, my current group is my close friends. Not only did we have to up write a fairly comprehensive backstories, but we also create a bunch of NPCs specifically bonded to our characters that the DM weaves into the plot. It's really fun and engaging.
we also create a bunch of NPCs specifically bonded to our characters that the DM weaves into the plot.
That's the kind of good backstory a DM can use in crafting the campaign, things like:
Past friends and foes to bring in as impactful NPCs
Things your character might want/love/hate/fear enough to drastically affect the way they'll behave
What your character wants to get or achieve as a basis for a personal quest
You'll be hard-pressed to find a DM who wouldn't love a trove of these for your character.
Conversely, stuff like inconsequential past deeds, unnecessarily detailed physical descriptions and personality traits are things that people can pick up on as you play and not something a DM can really use. Save your DM's time and cut that unnecessary fluff.
Same. I like starting with almost random combinations of class/race/skills that aren't close to min/maxed together, then discovering the character at the table.
I get that some people have a harder time improvising or really want to play essentially a character from some media they like. And that's fine. Different strokes for different folks. The essay backstories just wear me out and don't seem appropriate for low level characters, though.
unironically, this has become my favorite approach to character background over the years. Build out what the character can do, first, maybe pick a theme too. But create the character you want to play when you're at the table. The first few encounters are a great forge to make a character from, and then you can extrapolate and improvise from there when necessary.
This is the way we do it in the OSR, background max three sentences.
I like it better when the character emerges from play than preplanned, makes it easier to fit the puzzle piece into the group and world.
Honestly, I think it depends on the context.
When I played AL I put in the minimum effort. Playing with a random group every week means no one is really going to appreciate it.
On the other hand, my current group is my close friends. Not only did we have to up write a fairly comprehensive backstories, but we also create a bunch of NPCs specifically bonded to our characters that the DM weaves into the plot. It's really fun and engaging.
That's the kind of good backstory a DM can use in crafting the campaign, things like:
You'll be hard-pressed to find a DM who wouldn't love a trove of these for your character.
Conversely, stuff like inconsequential past deeds, unnecessarily detailed physical descriptions and personality traits are things that people can pick up on as you play and not something a DM can really use. Save your DM's time and cut that unnecessary fluff.
Same. I like starting with almost random combinations of class/race/skills that aren't close to min/maxed together, then discovering the character at the table.
I get that some people have a harder time improvising or really want to play essentially a character from some media they like. And that's fine. Different strokes for different folks. The essay backstories just wear me out and don't seem appropriate for low level characters, though.