Tag Archives: Tina Fey

The No-Prep Way to Use Character Backstory In a Campaign

When dungeon masters connect the characters’ backstories to their campaign, the game feels more personal to players. Revisiting a backstory shines a spotlight on a character and includes them in a way that highlights a character’s unique importance to the campaign. Through character backstory, players contribute to the campaign world. Using that backstory in the game recognizes the value of the player’s creative contribution. That recognition feels great.

But the Dungeons & Dragons rulebooks include no advice for dungeon masters aiming to use these backstories in play. I’m here to help.

The easiest method for pulling a backstory into a D&D game follows the techniques of another type of real-time, collaborative storytelling: improv theater. “The first rule of improvisation is AGREE. Always agree and SAY YES,” Tina Fey writes in Bossypants. “When you’re improvising, this means you are required to agree with whatever your partner has created. So if we’re improvising and I say, ‘Freeze, I have a gun,’ and you say, ‘That’s not a gun. It’s your finger. You’re pointing your finger at me,’ our improvised scene has ground to a halt.”

Improv’s “Yes and…” principle enables DMs and players to work together to bring character backstory into scenes. Suppose the party visited Waterdeep and you, as DM, wanted to use something from a character’s backstory to draw them in. If a character’s backstory included a history as a gambler wandering from town to town, fleeing angry marks and gambling debts, then the scene might start like this.

DM: Zand, have you ever gambled in Waterdeep?

Zand’s player: Yes, and I’m keeping my eyes open for… (looks at hands) …Knuckles. I owe him.

DM: As luck would have it, you spot Knuckles going across a crowded market square. He looks your way.

Zand’s player: I walk to Knuckles and say, “Hello friend, I have an irresistible opportunity that will pay you back for what I owe.”

Sometimes players can contribute backstory to suit a scene without much improvisation, because they imagined more of their characters’ histories than the DM knows or remembers.

“Yes and…” builds creatively. The scene and the game moves forward instead of getting stuck finding agreement. Second City explains, “The basic concept of these two words is that you are up for anything, and will go along with whatever gets thrown your way.”

Unlike performers in an improv scene, players don’t need to be up for anything. When a DM elaborates on a character’s backstory to fit the campaign, the additions might not fit the player’s vision. In a game, players invest time and imagination in their characters, so they deserve to keep control of their proxies. Players can always pause the game and explain that a bit of invented backstory doesn’t match their vision.

This sort of spontaneous addition of character backstory resembles another technique where the DM has the players contribute to the world-building during a session. Examples range from asking the players to invent a distinguishing feature for a monster to having players describe the folks in the inn. That practice can become a jarring reminder that the characters live in a made-up world without any truth. Inventing or recalling backstory feels more comfortable because players feel accustomed to imagining that part of the story. The DM asks questions and the characters know the answers, even if the players have to dream up the details.

Of course just a few actors and storytellers understand this sort of in-game collaboration. Sometimes such offers stumble. The DM says, “As you eat your meal, someone you recognize from your battalion walks in. Which one grew up here?” And then the player locks up. I don’t remember anything about that, the player thinks. What do you want from me? You can nudge the scene along by spelling out the offer. “Would you like to expand on your character’s backstory by telling me the name of someone you fought beside in the last war? What do you remember about them?”

When the technique works, it feels like creative magic—the best case for connecting backstory to the game in progress.

Related:

Next: More on bringing backstory into campaigns.

Sometimes I Tell Players No, but “Say Yes” Made Me a Better Dungeon Master

As the co-creator of Dungeons & Dragons, Gary Gygax set an example that seemed to encourage dungeon masters to battle players. As soon as players gained an edge, Gygax created something to foil them. When players started listening at doors, He created ear seekers. When they collected too many magic items, he invented magic-item saving throws. When players boasted about their invincible characters, he created Tomb of Horrors.

Until D&D, games were adversarial, so the DM-versus-player model felt natural to the first D&D players. Gary and his players enjoyed the battle of wits brought by his style of play, but other dungeon masters too the style too far. Too many DMs played to defeat the players and their characters.

For decades, most tales of bad D&D games started with DMs abusing their power, punishing players so the DM could “win.”

Thankfully, role-playing matured. Gamers began to see the dungeon masters as something between a neutral facilitator and collaborator sharing an equal role in a shared storytelling.

This spirit of collaboration tells DMs to say yes.

The notion of saying yes comes from improvisational comedy. “The first rule of improvisation is AGREE. Always agree and SAY YES,” Tina Fey writes in Bossypants. “When you’re improvising, this means you are required to agree with whatever your partner has created. So if we’re improvising and I say, ‘Freeze, I have a gun,’ and you say, ‘That’s not a gun. It’s your finger. You’re pointing your finger at me,’ our improvised scene has ground to a halt.”

As a DM, saying yes accepts the players as collaborators. If they want to attempt a battlefield stunt, say yes and make it exciting. If they have a character idea, say yes and make it special. If they want to visit the school of magic in a town without one, invent a secret school that was there all along.

Sly Flourish’s analysis of his dungeon master survey took thousands of bits of DM advice and distilled the 7 most-common nuggets. Number 6: “Say yes.”

The fourth edition Dungeon Master’s Book touts the benefits of saying yes. “As often as possible, take what the players give you and build on it. If they do something unexpected, run with it. Take it and weave it back into your story.

“When you say yes, you open more possibilities.”

Say yes has helped my DMing, because my first reaction tends to be no. I used to say no a lot. “No” let me keep the game safely on the track I planned. But saying no cost opportunities to improve the game. Now I say yes, unless I have a damn good reason.

Role-playing games are new, so we feel tempted to borrow techniques from older mediums. Older media once followed the same pattern of borrowing. During the dawn of filmmaking, directors staged movies like plays, by setting a single, stationary camera in front of the actors. When filmmakers stopped shooting movies as plays, cinema leaped forward.

Often, game-mastering advice borrows suggestions meant for fiction writing—or for improv. Some of it still works, but some no longer applies to a game. In improv, performers always say yes. In gaming, yes can take a game in the wrong direction.

I chased all the DM advice about saying yes that I could find, and I the recommendation always came with strings attached. You should say yes—except when you should say no.

Saying yes can conflict with some of a dungeon master’s responsibilities:

  • Posing challenges
  • Protecting the game world
  • Giving each player a contribution

In those conflicts, DMs must balance the merits of yes against against their other duties.

Despite the exceptions, saying yes remains powerful because it challenges DMs like me to defy our first impulse. Saying no always feels safe and easy, but yes often leads to a better game.