My group just finished a 6-year, 16-level DD5E campaign consisting of Adventurers League content strung together. It was a lot of fun of course, or we wouldn’t have kept at it for 6 years, right?

Character backstory was 100% irrelevant throughout the campaign. I think few if any of my fellow players imagined their characters as having eventful backstories. We had only one adventure shaped by party dynamics, where we quested for a scroll to Resurrect our cleric after a bit of bad luck with death saves. Apparently the only friends our characters ever had were each other, and the small handful of recurring quest-giver patron NPCs in the AL modules.

As players in our late career years with other outside hobbies and interests, sure, we can’t all commit to every campaign session or sink unlimited time into story collab. But I feel like it could have been so much more immersive and special with just the slightest bit of story tailoring to the PCs, not just steering us to dungeon after dungeon to solve a few puzzles between set-piece battles. I feel like it must be possible to run a campaign where backstory and character evolution still matter within a necessarily flexible attendance policy.

By contrast, another friend ran 8 or 10 sessions of the “Tomb of Annihilation” book, with a lot of thought toward weaving characters into the setting using backstory and personality details solicited from each player. Such a different experience, and I was a little heartbroken when the campaign fizzled due to scheduling impasses.

How would you describe the importance of backstory and player-driven story direction in your group? What are your top tips/tricks to make D&D characters feel less like interchangeable plug-and-play potatoes rolling through a disjointed series of episodes?

  • southsamurai@sh.itjust.works
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    7 months ago

    Overall, I’d say 80% +

    Within each session, closer to 100%, though obviously it’s very interactive at that scale to begin with.

    The twenty percent overall that’s left over is mostly immutable stuff from world building that the only way it changes is if the characters actively do something to make it happen. As an example, if the players didn’t like the God’s Fist inland sea, they aren’t going to just talk it away. It’s there for a reason, and has to be addressed in play to be changed. But if they took their characters through the right places and did the right things, it could be changed in any number of ways (and I’ve always wanted players to dig into the depths of that sea, both literally and figuratively)

    What isn’t immutable in that twenty percent is stuff I just won’t do in game. I have no interest in some of the uglier parts of the real world creeping into an escapist game. Not gonna happen, fuck off from my group.

    But outside of that, part of my joy in running games is collaboration, so im down to at least try most things players and characters want to do