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The 7 Deadly SINS of D&D Backstories

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The 7 Deadly SINS of D&D Backstories

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438 segments

0:00

I counted seven deadly sins. D and D

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players keep committing when writing

0:04

their backstories that ruin their games.

0:06

I've been playing D and D for over 20

0:08

years and committed all of them, but

0:10

also learned a lot along the way. So,

0:12

today I'm telling you all about them,

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but also showing you how to fix them one

0:17

by one by taking a mighty chosen hero

0:19

with all these seven sins and turning it

0:21

into an incredible character so you

0:23

never fall into these traps again. All

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right, so we'll jump straight to sin one

0:27

in just a second, but you need to know

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the guy we're going to fix today first.

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This is Odiel Meerin. He is a level one

0:34

human paladin. His noble bloodline was

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wiped out in a single night, so he

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smuggled to safety as a child and then

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was raised by a legendary swordmaster,

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and with him, he lived through many

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adventures. He would be awesome as a

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protagonist of some novel, but as we're

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going to see in a minute, as a D&D

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character, his backstory is not so

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great. But why though? Well, let's start

0:56

with something you might have already

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noticed. Before starting the campaign,

1:01

Odariel killed a young dragon with his

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legendary master, but he is level one.

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He has what, like 12 hit points. If we

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trust the rules, at least a little bit.

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A couple of goblins with pointy sticks

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could end this guy in just a few

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seconds. So, this is our first sin, the

1:16

level one dragon slayer. It's when you

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create a backstory that describes feats

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your character could never actually

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perform. And sure, maybe some of you are

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thinking, well, maybe he got cursed and

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lost his powers. And right, but isn't

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that a bit cliche? I think the fix is

1:33

actually simpler. Don't describe your

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character speak, and instead focus on

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their potential. Let's say you

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absolutely want to keep the dragon

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thing. Well, maybe your character didn't

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slay the dragon, but survived an

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encounter with one. Like maybe he

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distracted it for a while, or just saw

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one up close and barely made it out.

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This is a level one character and that's

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still the kind of thing that changes a

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person. But now the level one does not

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feel wrong anymore. Your backstory

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should be the reason you're going on an

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adventure. So it does not work very well

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if it says you're already so strong that

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you don't need to. But even if you get

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the power level right, that doesn't mean

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you're saved because your D&D character

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is important to you. So, you'll likely

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spend quite some time writing their

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backstory, thinking about every detail,

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choosing your words carefully, etc. But

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if you then send it to the one person it

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was meant for, aka the DM, and they

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never read it, not because they didn't

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care, but maybe because they just didn't

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have the time, you will get frustrated

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when nothing you wrote comes up in the

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game. It happens all the time with DND

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backstories. So much so that it's our

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second scene. And I decided to call it

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the nolla nobody reads. It's when the

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players write five, 10, or sometimes

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even 20 pages and then the DM doesn't

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read them. And both sides get very

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frustrated. In our example, Odario's

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backstory is so detailed because he

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lived through so many adventures that

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it's 12 pages long. So maybe it's well

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written and has a lot of emotional

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depths and everything, but the DM has

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four other players who also send

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backtories. And he's a DM, so he also

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has to do session prep and remind

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everyone to bring their dice and books

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and sheets. If everyone's backstory is

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that long, the DM will have to read 60

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pages before they can even start

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planning their session. But don't DMs

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love reading? They play a game where you

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need to read hundreds of pages of rules

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to get started. So what? They're going

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to give up for 60 pages? Well, the

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problem is the DM, like the players,

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wants to play the game. They don't want

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to feel like there's extra homework to

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do. It's also a bit scary when you get

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backtories that are too long because it

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implicitly tells you that there's a risk

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that this player will think about their

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character more than the rest of the

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group. And this can lead to many other

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problems. I believe a backstory should

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feel more like a pitch. One summary

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sentence and a few usable details like

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this. Odariel is a divine touched

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paladin from a fallen noble house

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seeking purpose after surviving a dragon

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attack that scattered his order. That's

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a single powerful sentence that the DM

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can read in 5 seconds and that will have

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them start to think about how to use it.

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Under the sentence, we can write a page

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of important details like living NPCs

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related to the character, open

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questions, hooks the DM can grab, etc.

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And this can go wrong, too. So, we'll

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get to those in a second. But the point

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is, if you're a DM can't absorb your

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backstory in 5 minutes, it starts to

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feel like homework. But even a short

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backstory can be completely useless if

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you make this one specific mistake. Just

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before I tell you what it is, I just

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wanted to let you know that I made a

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free cheat sheet called the seven deadly

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sins of character creation. It covers

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the other mistakes to avoid when

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creating a D and D character that are

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not necessarily backstory related. So,

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just click the link in the description

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to get it. All right, so let's keep

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going. Let's say you take all the advice

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I've been giving you so far. You shorten

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your character backstory, make sure it

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makes sense considering their power

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level, etc. Your DM reads it.

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Congratulations. But now they put it

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down and think, "What do I do with

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this?" Because maybe your backstory is

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now short, but in the process, you might

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have accidentally resolved every

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conflict inside it. That's our third

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deadly sin. No hooks, no knives. And it

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gives me an excuse to share a concept

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that I think might be one of the most

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useful tools to use in this hobby. I

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believe backstory elements exist so the

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DM can use them to raise personal stakes

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and make the story more intense. When

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you come up with the backstory, you

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forged the knives and you hand them to

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the DM so they can stab you with them

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down the line. So your mentor, your

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hometown, your rivals, etc. are all

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knives. Backstory without knives feels

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useless quickly to the person reading it

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because this is a game, so everything

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needs to be useful to play. So Odariel

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needs a few nice. I think he does have a

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mentor. Maybe he is not that legendary.

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He has a bit of a hero worshiped

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situation going on. That mentor did

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disappear. But who killed them? Did he

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really die? We don't know. And maybe he

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is from a fallen kingdom. But there are

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surviving loyalists somewhere. That way

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we give the DM opportunities to surprise

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us. They don't have to use all the

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lives. It does not have to be the main

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plot, but this will make the world a lot

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more immersive. So now I know some of

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you are probably thinking, "Oh, awesome.

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My backstory has hooks. I have dead

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parents and come from a destroyed

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village, so I'm good, right?" Well, I'm

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afraid it's a bit more complicated than

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that. Let's go back to Adoreiel's

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backstory. We imply that his entire

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bloodline was killed in a single mate

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and that the mentor he found later on

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disappeared as well. And that sounds

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like a lot of emotional material. So why

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isn't it great? Well, the answer is

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quite simple. If everyone's dead, drama

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has nowhere to go. This is sin number

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four. Your hooks are all dead. Every

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time you kill something or someone in

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your backstory, you're making it a

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little bit harder for the DM to use

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those as hooks because dead parents can

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explain why you're adventuring. Sure, it

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gives your character some motivation,

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but motivation is not really story fuel.

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A dead mentor or parent will mostly

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motivate once when you start the

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adventure. And sure, you can always seek

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revenge, but it's a bit onedimensional.

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But if the parent is alive and just

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gone, or if the mentor joined the enemy,

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for example, now we're back to the

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knives thing and the DM can twist them

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for however many sessions you play

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through. So, how does that look like for

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our paladin? So far, we had dead

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parents, mentor, and order. What if the

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mentor is simply missing and was never

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confirmed dead? And maybe his mom

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survived at the last minute but went

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into hiding but didn't tell him where

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cuz him knowing would mean he could be

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captured and forced to reveal her

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location. We still have emotional weight

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and loss here. But now the DM can work

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with this. It can turn into clues, other

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NPCs like allies of those peoples, etc.,

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etc. I'm not saying you should never

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kill people in your backstory, but if an

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NPC matters enough to be in it, they can

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probably be very useful alive in your

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campaign, too. All right, so we've fixed

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quite a few things already, but what if

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I told you that there's a whole category

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of sins that happen before you even

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start writing? By the way, if you've

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ever committed one of these sins and

8:28

find this video helpful, please attack

8:31

the like button with your most powerful

8:33

ability to help it reach more people and

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create better games for everyone. Okay,

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so just imagine you show up to session

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one with your backstory and because you

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mean well it's short, has hooks, plenty

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of live NPCs for the DM to use, etc.,

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etc. But then your DM starts talking and

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says, "Right, so as you know, there are

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no gods in this setting." What? This is

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our fifth sin built in the wrong

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universe. The god thing is just an

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example here. Sometimes people create

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characters in complete isolation,

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totally ignoring the DM's world. I'm not

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just talking about lore details. It can

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also be a total mismatch, like making a

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comedy character in a grim dark

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campaign, for example. Eventually,

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you're going to be playing with a

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character, which means it's got to be

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fun for you and for everyone else as

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well. So, your backstory needs to fit

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that specific campaign. And this is the

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one sin where the fix is a conversation

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really. You ask your DM about their

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world and the tone of the campaign and

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adjust accordingly. So, let's say we did

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ask for Udariel and our DM told us that

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the campaign is going to be a bit

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light-hearted, more than what we had in

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mind anyway. Adventure will be front and

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center and the heavy stuff will feel a

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bit out of place if it's too present.

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So, we don't have to change everything,

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but we just adjust the texture a little

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bit. Maybe Odariel didn't heroically

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survive the dragon attack and had to

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hide under a cart and got lucky. He's

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not proud of it and he actually fears

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people will find out eventually. And I

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think it would be funny if his mother

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was actually staying in a small cottage

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with her best friend in the village next

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to their castle. She has a hat of

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disguise but is superstitious and thinks

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seeing her son again might stop it from

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working. The meat of the backstory stays

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the same, but it has a slightly more

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comedic tone to it now, and it would fit

10:22

that specific table better. But even if

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you take the world into consideration,

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when you come up with backstory, there's

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one sin that might wreck everything. The

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worst part is that it comes from the

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best intentions. So, for this part,

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we'll pretend to be in Odariel's plier's

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head for a minute. Look at the backstory

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one more time. Odariel is a paladin, but

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was also chosen by his god. He is also

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the rightful heir to that fallen kingdom

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we were talking about. Now imagine

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you're another player at this table. Say

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you made a halfling rogue who grew up on

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the streets or a ranger who just really

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likes the woods. How do you feel

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standing next to the chosen one who is

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also secret royalty? What space can you

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occupy? This is the main character sin

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where your backstory puts you at the

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center of the universe making everyone

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else seem less important by comparison.

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prophecies, unique artifacts, etc. all

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fall into this category. And I get it.

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It doesn't really feel like a sin when

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you're writing it. You just love stories

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and epic ones are cool. In fiction,

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there's a protagonist. Froto carries the

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ring and Argorn is the secret king,

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etc., etc. But this is not a book or a

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movie. This is Dn D, which is a game and

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fundamentally a group activity. And I

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think this is why this one is so

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painful. You've seen or read thousands

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of stories in your life. uh you start

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playing a game where they tell you that

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you can do everything because unlike in

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video games, there are no edges to the

11:47

world. So when you sit down to write a

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backstory, you instinctively write

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something where your character is that

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protagonist you're so familiar with, I

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don't think it's an ego thing, but more

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of a habit thing. And the problem is,

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even if the other players don't

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particularly mind, it will heavily

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destabilize the story because the DM now

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has one player whose backstory is

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screaming, "Build the campaign around

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me." And therefore, the campaign will

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almost inevitably start to orbit around

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it. Every player at the table needs to

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be the main character of their own

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story. Your backstory doesn't need to

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make you the most important person in

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the room, but to make you an interesting

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person to share the room with. So

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instead of being a chosen one with a

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cosmic destiny, etc. What if Odiel had a

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connection to his god that he doesn't

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fully understand yet? It might be divine

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or maybe something else. He doesn't know

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and maybe neither does the DM. It could

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be a good excuse for one level deep into

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Warlock down the road or something

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entirely different. This makes things

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more reasonable, less like Odariel is

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the center of the universe. He's just a

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person with unanswered questions and he

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will be able to explore those during

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play with the other characters as they

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explore their own. So yeah, forget

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prophecies and spend more time on

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questions. And this brings us to the sin

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that might make all the others feel

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trivial in comparison. So let's imagine

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this is session 14. Now the party has

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been through a lot and the campaign is

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well underway. Adariel's player starts

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talking. Guys, uh, I have something to

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tell you. Everyone looks around

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confused, even the DM. I'm actually the

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rightful heir to the throne.

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>> Oh, but um, didn't we establish her

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kingdom was gone?

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>> Unor.

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>> What? Uh, who was Unor? This is the

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secret reveal nobody cares about.

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Sometimes players hide backstory from

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the party or even the DM hoping for a

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dramatic reveal that almost always falls

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flat. I've seen this go down three

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different ways. Blank stairs, you know,

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people don't understand. Anger like,

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"Why didn't you say something when we

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were in that kingdom?" Or, "Might have

14:00

been cool to discuss this with me if

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that's from the DM." Or just awkward

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silence when it's so obvious that in

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fact, no, this is not true. Look,

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secrets are cool. Reveals are cool, too.

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But, and it's a big butt. I cannot lie.

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For them to work, you need to work with

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the DM early on and to build towards it.

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So, how do we fix this for Odariel?

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First, the DM needs to know everything.

14:23

Don't fight me on this. You need to

14:25

share the secret in advance so the DM

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can actually build toward the moment and

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tell you if it's even possible. But

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there's a second thing you need to make

14:33

sure of that I think is easy to miss. A

14:36

good reveal isn't new information from

14:38

nowhere. There always a deeper layer of

14:41

something the table already knows and

14:42

cares about. In our example, the party

14:45

already knows Odariel's family lost

14:47

everything and that he has this weird

14:49

connection to his god he can't really

14:51

explain. So the reveal isn't surprise

14:54

actually from another kingdom, but his

14:56

god has been losing power and his

14:58

connection is to one of his divine left

15:00

tenants who actively conspired against

15:03

the noble house. Now the twist

15:06

recontextualizes something. the table

15:08

has been living with for a long time,

15:10

which is a lot more exciting. So, we

15:12

started this experiment with a long

15:14

backstory telling the story of a secret

15:16

air chosen one dragon slayer dude with

15:18

everyone dead and a random hidden

15:20

secret. And now we have the same

15:23

character, but that will actually

15:25

contribute to the fun of everyone at the

15:26

table. I think all seven sins kind of

15:28

come from the same place. We bring our

15:30

storytelling instinct to the D&D table

15:32

and forget we should be building a tool

15:34

to help everyone have more fun. Your

15:36

backstory isn't the first chapter in

15:37

your character's novel, but the setup

15:39

for a game that hasn't been played yet.

15:42

So, next time you write a backstory,

15:44

just read it back. Ask yourself, can my

15:46

DM use this? And if the answer is no,

15:49

rewrite it using the techniques we

15:50

discussed in this video. And if you're a

15:52

DM, don't just hope your players will

15:54

figure it out. Share this with them and

15:56

tell them what you need. But, okay, now

15:58

you know what not to put in the

16:00

backstory. But there is a question

16:02

underneath all of this that most players

16:04

never think to ask. And it's so powerful

16:06

that it can make your next character 10

16:08

times better. So, click on this video

16:11

next to find out what it

Interactive Summary

The video identifies seven common mistakes, or "deadly sins," Dungeons & Dragons players commit when writing character backstories, which can negatively impact their games. These sins include creating level-one dragon slayers, writing excessively long backstories, providing backstories without usable hooks, killing off all relevant NPCs, building characters that don't fit the campaign's universe or tone, making a character too central to the universe, and using hidden secrets for dramatic reveals that fall flat. For each sin, the video provides practical solutions, emphasizing collaboration with the DM, focusing on potential over past achievements, creating concise and actionable backstories with living hooks, and ensuring characters integrate well into the campaign world and party dynamic.

Suggested questions

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