The 7 Deadly SINS of D&D Backstories
438 segments
I counted seven deadly sins. D and D
players keep committing when writing
their backstories that ruin their games.
I've been playing D and D for over 20
years and committed all of them, but
also learned a lot along the way. So,
today I'm telling you all about them,
but also showing you how to fix them one
by one by taking a mighty chosen hero
with all these seven sins and turning it
into an incredible character so you
never fall into these traps again. All
right, so we'll jump straight to sin one
in just a second, but you need to know
the guy we're going to fix today first.
This is Odiel Meerin. He is a level one
human paladin. His noble bloodline was
wiped out in a single night, so he
smuggled to safety as a child and then
was raised by a legendary swordmaster,
and with him, he lived through many
adventures. He would be awesome as a
protagonist of some novel, but as we're
going to see in a minute, as a D&D
character, his backstory is not so
great. But why though? Well, let's start
with something you might have already
noticed. Before starting the campaign,
Odariel killed a young dragon with his
legendary master, but he is level one.
He has what, like 12 hit points. If we
trust the rules, at least a little bit.
A couple of goblins with pointy sticks
could end this guy in just a few
seconds. So, this is our first sin, the
level one dragon slayer. It's when you
create a backstory that describes feats
your character could never actually
perform. And sure, maybe some of you are
thinking, well, maybe he got cursed and
lost his powers. And right, but isn't
that a bit cliche? I think the fix is
actually simpler. Don't describe your
character speak, and instead focus on
their potential. Let's say you
absolutely want to keep the dragon
thing. Well, maybe your character didn't
slay the dragon, but survived an
encounter with one. Like maybe he
distracted it for a while, or just saw
one up close and barely made it out.
This is a level one character and that's
still the kind of thing that changes a
person. But now the level one does not
feel wrong anymore. Your backstory
should be the reason you're going on an
adventure. So it does not work very well
if it says you're already so strong that
you don't need to. But even if you get
the power level right, that doesn't mean
you're saved because your D&D character
is important to you. So, you'll likely
spend quite some time writing their
backstory, thinking about every detail,
choosing your words carefully, etc. But
if you then send it to the one person it
was meant for, aka the DM, and they
never read it, not because they didn't
care, but maybe because they just didn't
have the time, you will get frustrated
when nothing you wrote comes up in the
game. It happens all the time with DND
backstories. So much so that it's our
second scene. And I decided to call it
the nolla nobody reads. It's when the
players write five, 10, or sometimes
even 20 pages and then the DM doesn't
read them. And both sides get very
frustrated. In our example, Odario's
backstory is so detailed because he
lived through so many adventures that
it's 12 pages long. So maybe it's well
written and has a lot of emotional
depths and everything, but the DM has
four other players who also send
backtories. And he's a DM, so he also
has to do session prep and remind
everyone to bring their dice and books
and sheets. If everyone's backstory is
that long, the DM will have to read 60
pages before they can even start
planning their session. But don't DMs
love reading? They play a game where you
need to read hundreds of pages of rules
to get started. So what? They're going
to give up for 60 pages? Well, the
problem is the DM, like the players,
wants to play the game. They don't want
to feel like there's extra homework to
do. It's also a bit scary when you get
backtories that are too long because it
implicitly tells you that there's a risk
that this player will think about their
character more than the rest of the
group. And this can lead to many other
problems. I believe a backstory should
feel more like a pitch. One summary
sentence and a few usable details like
this. Odariel is a divine touched
paladin from a fallen noble house
seeking purpose after surviving a dragon
attack that scattered his order. That's
a single powerful sentence that the DM
can read in 5 seconds and that will have
them start to think about how to use it.
Under the sentence, we can write a page
of important details like living NPCs
related to the character, open
questions, hooks the DM can grab, etc.
And this can go wrong, too. So, we'll
get to those in a second. But the point
is, if you're a DM can't absorb your
backstory in 5 minutes, it starts to
feel like homework. But even a short
backstory can be completely useless if
you make this one specific mistake. Just
before I tell you what it is, I just
wanted to let you know that I made a
free cheat sheet called the seven deadly
sins of character creation. It covers
the other mistakes to avoid when
creating a D and D character that are
not necessarily backstory related. So,
just click the link in the description
to get it. All right, so let's keep
going. Let's say you take all the advice
I've been giving you so far. You shorten
your character backstory, make sure it
makes sense considering their power
level, etc. Your DM reads it.
Congratulations. But now they put it
down and think, "What do I do with
this?" Because maybe your backstory is
now short, but in the process, you might
have accidentally resolved every
conflict inside it. That's our third
deadly sin. No hooks, no knives. And it
gives me an excuse to share a concept
that I think might be one of the most
useful tools to use in this hobby. I
believe backstory elements exist so the
DM can use them to raise personal stakes
and make the story more intense. When
you come up with the backstory, you
forged the knives and you hand them to
the DM so they can stab you with them
down the line. So your mentor, your
hometown, your rivals, etc. are all
knives. Backstory without knives feels
useless quickly to the person reading it
because this is a game, so everything
needs to be useful to play. So Odariel
needs a few nice. I think he does have a
mentor. Maybe he is not that legendary.
He has a bit of a hero worshiped
situation going on. That mentor did
disappear. But who killed them? Did he
really die? We don't know. And maybe he
is from a fallen kingdom. But there are
surviving loyalists somewhere. That way
we give the DM opportunities to surprise
us. They don't have to use all the
lives. It does not have to be the main
plot, but this will make the world a lot
more immersive. So now I know some of
you are probably thinking, "Oh, awesome.
My backstory has hooks. I have dead
parents and come from a destroyed
village, so I'm good, right?" Well, I'm
afraid it's a bit more complicated than
that. Let's go back to Adoreiel's
backstory. We imply that his entire
bloodline was killed in a single mate
and that the mentor he found later on
disappeared as well. And that sounds
like a lot of emotional material. So why
isn't it great? Well, the answer is
quite simple. If everyone's dead, drama
has nowhere to go. This is sin number
four. Your hooks are all dead. Every
time you kill something or someone in
your backstory, you're making it a
little bit harder for the DM to use
those as hooks because dead parents can
explain why you're adventuring. Sure, it
gives your character some motivation,
but motivation is not really story fuel.
A dead mentor or parent will mostly
motivate once when you start the
adventure. And sure, you can always seek
revenge, but it's a bit onedimensional.
But if the parent is alive and just
gone, or if the mentor joined the enemy,
for example, now we're back to the
knives thing and the DM can twist them
for however many sessions you play
through. So, how does that look like for
our paladin? So far, we had dead
parents, mentor, and order. What if the
mentor is simply missing and was never
confirmed dead? And maybe his mom
survived at the last minute but went
into hiding but didn't tell him where
cuz him knowing would mean he could be
captured and forced to reveal her
location. We still have emotional weight
and loss here. But now the DM can work
with this. It can turn into clues, other
NPCs like allies of those peoples, etc.,
etc. I'm not saying you should never
kill people in your backstory, but if an
NPC matters enough to be in it, they can
probably be very useful alive in your
campaign, too. All right, so we've fixed
quite a few things already, but what if
I told you that there's a whole category
of sins that happen before you even
start writing? By the way, if you've
ever committed one of these sins and
find this video helpful, please attack
the like button with your most powerful
ability to help it reach more people and
create better games for everyone. Okay,
so just imagine you show up to session
one with your backstory and because you
mean well it's short, has hooks, plenty
of live NPCs for the DM to use, etc.,
etc. But then your DM starts talking and
says, "Right, so as you know, there are
no gods in this setting." What? This is
our fifth sin built in the wrong
universe. The god thing is just an
example here. Sometimes people create
characters in complete isolation,
totally ignoring the DM's world. I'm not
just talking about lore details. It can
also be a total mismatch, like making a
comedy character in a grim dark
campaign, for example. Eventually,
you're going to be playing with a
character, which means it's got to be
fun for you and for everyone else as
well. So, your backstory needs to fit
that specific campaign. And this is the
one sin where the fix is a conversation
really. You ask your DM about their
world and the tone of the campaign and
adjust accordingly. So, let's say we did
ask for Udariel and our DM told us that
the campaign is going to be a bit
light-hearted, more than what we had in
mind anyway. Adventure will be front and
center and the heavy stuff will feel a
bit out of place if it's too present.
So, we don't have to change everything,
but we just adjust the texture a little
bit. Maybe Odariel didn't heroically
survive the dragon attack and had to
hide under a cart and got lucky. He's
not proud of it and he actually fears
people will find out eventually. And I
think it would be funny if his mother
was actually staying in a small cottage
with her best friend in the village next
to their castle. She has a hat of
disguise but is superstitious and thinks
seeing her son again might stop it from
working. The meat of the backstory stays
the same, but it has a slightly more
comedic tone to it now, and it would fit
that specific table better. But even if
you take the world into consideration,
when you come up with backstory, there's
one sin that might wreck everything. The
worst part is that it comes from the
best intentions. So, for this part,
we'll pretend to be in Odariel's plier's
head for a minute. Look at the backstory
one more time. Odariel is a paladin, but
was also chosen by his god. He is also
the rightful heir to that fallen kingdom
we were talking about. Now imagine
you're another player at this table. Say
you made a halfling rogue who grew up on
the streets or a ranger who just really
likes the woods. How do you feel
standing next to the chosen one who is
also secret royalty? What space can you
occupy? This is the main character sin
where your backstory puts you at the
center of the universe making everyone
else seem less important by comparison.
prophecies, unique artifacts, etc. all
fall into this category. And I get it.
It doesn't really feel like a sin when
you're writing it. You just love stories
and epic ones are cool. In fiction,
there's a protagonist. Froto carries the
ring and Argorn is the secret king,
etc., etc. But this is not a book or a
movie. This is Dn D, which is a game and
fundamentally a group activity. And I
think this is why this one is so
painful. You've seen or read thousands
of stories in your life. uh you start
playing a game where they tell you that
you can do everything because unlike in
video games, there are no edges to the
world. So when you sit down to write a
backstory, you instinctively write
something where your character is that
protagonist you're so familiar with, I
don't think it's an ego thing, but more
of a habit thing. And the problem is,
even if the other players don't
particularly mind, it will heavily
destabilize the story because the DM now
has one player whose backstory is
screaming, "Build the campaign around
me." And therefore, the campaign will
almost inevitably start to orbit around
it. Every player at the table needs to
be the main character of their own
story. Your backstory doesn't need to
make you the most important person in
the room, but to make you an interesting
person to share the room with. So
instead of being a chosen one with a
cosmic destiny, etc. What if Odiel had a
connection to his god that he doesn't
fully understand yet? It might be divine
or maybe something else. He doesn't know
and maybe neither does the DM. It could
be a good excuse for one level deep into
Warlock down the road or something
entirely different. This makes things
more reasonable, less like Odariel is
the center of the universe. He's just a
person with unanswered questions and he
will be able to explore those during
play with the other characters as they
explore their own. So yeah, forget
prophecies and spend more time on
questions. And this brings us to the sin
that might make all the others feel
trivial in comparison. So let's imagine
this is session 14. Now the party has
been through a lot and the campaign is
well underway. Adariel's player starts
talking. Guys, uh, I have something to
tell you. Everyone looks around
confused, even the DM. I'm actually the
rightful heir to the throne.
>> Oh, but um, didn't we establish her
kingdom was gone?
>> Unor.
>> What? Uh, who was Unor? This is the
secret reveal nobody cares about.
Sometimes players hide backstory from
the party or even the DM hoping for a
dramatic reveal that almost always falls
flat. I've seen this go down three
different ways. Blank stairs, you know,
people don't understand. Anger like,
"Why didn't you say something when we
were in that kingdom?" Or, "Might have
been cool to discuss this with me if
that's from the DM." Or just awkward
silence when it's so obvious that in
fact, no, this is not true. Look,
secrets are cool. Reveals are cool, too.
But, and it's a big butt. I cannot lie.
For them to work, you need to work with
the DM early on and to build towards it.
So, how do we fix this for Odariel?
First, the DM needs to know everything.
Don't fight me on this. You need to
share the secret in advance so the DM
can actually build toward the moment and
tell you if it's even possible. But
there's a second thing you need to make
sure of that I think is easy to miss. A
good reveal isn't new information from
nowhere. There always a deeper layer of
something the table already knows and
cares about. In our example, the party
already knows Odariel's family lost
everything and that he has this weird
connection to his god he can't really
explain. So the reveal isn't surprise
actually from another kingdom, but his
god has been losing power and his
connection is to one of his divine left
tenants who actively conspired against
the noble house. Now the twist
recontextualizes something. the table
has been living with for a long time,
which is a lot more exciting. So, we
started this experiment with a long
backstory telling the story of a secret
air chosen one dragon slayer dude with
everyone dead and a random hidden
secret. And now we have the same
character, but that will actually
contribute to the fun of everyone at the
table. I think all seven sins kind of
come from the same place. We bring our
storytelling instinct to the D&D table
and forget we should be building a tool
to help everyone have more fun. Your
backstory isn't the first chapter in
your character's novel, but the setup
for a game that hasn't been played yet.
So, next time you write a backstory,
just read it back. Ask yourself, can my
DM use this? And if the answer is no,
rewrite it using the techniques we
discussed in this video. And if you're a
DM, don't just hope your players will
figure it out. Share this with them and
tell them what you need. But, okay, now
you know what not to put in the
backstory. But there is a question
underneath all of this that most players
never think to ask. And it's so powerful
that it can make your next character 10
times better. So, click on this video
next to find out what it
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