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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.

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I've been playing D and D for over 20

0:08

years and committed all of them, but

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also learned a lot along the way. So,

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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

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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

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with something you might have already

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noticed. Before starting the campaign,

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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

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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

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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

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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.

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Don't fight me on this. You need to

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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

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sure of that I think is easy to miss. A

14:36

good reveal isn't new information from

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nowhere. There always a deeper layer of

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something the table already knows and

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cares about. In our example, the party

14:45

already knows Odariel's family lost

14:47

everything and that he has this weird

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connection to his god he can't really

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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,

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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

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