[RPG] Best way to get players to think about their backgrounds within the game

backgroundroleplaying

I'm a new DM playing with a group of 5 new players. (We're playing D&D 4e but more general answers are acceptable.) So far we have done 3 sessions, where we've mainly focussed on learning the mechanics and how (non-) combat encounters, skill checks, etc., work. We haven't done much roleplaying yet—they spent a bit of time in a tavern.

So most talk is OOC. I want to start encouraging a bit more roleplaying. I thought a good place to start was to get them to think of a background and/or something they would like to accomplish. 2 of them already thought about it a little bit, but the other 3 not at all.

Now, I could ask them to think of a background story before next session, but I'm curious if there are fun ways to incorporate this into the game. They are in the middle of a dungeon now, and I was thinking of putting in a trap that releases a gas which puts them in a dreamworld, where they see their possible future, or a door with a demon head in it that asks them to tell him about their past before he opens the door.

What are some effective ways you've tried to make your players think about their backgrounds (preferably while in the middle of a dungeon)?

Best Answer

One good way to get players thinking about their backstories is to pose each of them one question. For example, in my current campaign, all of my players had to tell me the answer to the question, "What one thing does your character wish for above all else?" Other good questions are, "What one thing does your character regret more than anything?", "Who would your character sacrifice his own life to save?", "How far would your character go to avoid death?", etc.

The thing all these questions have in common is that they make the character make a choice. Characters are defined by their choices more than any event or set of events in their backstories, so in order to encourage roleplaying, you need to force the characters to make difficult choices.

Note that the players don't necessarily have to tell each other these answers. In fact, you almost always see far more interesting RP when the players don't all know each others' stories already. Once the stories are out there, players often forget about them, stop playing to them, etc. They've been revealed; they're no longer interesting or relevant.

Instead, find ways to draw out characters' backgrounds and players' roleplaying bit by bit, over the course of multiple sessions. For example, instead of just dropping everyone's backstories into one session with a single trap or set of traps, you could have a door guardian who asks each character one of the choice-based questions above. The character then must decide how much to reveal - after all, if his answer to "how far would you go to avoid death?" is "become a lich if I have to", the character may not want to say that out loud in front of the party's paladin. He'll have to find a way to answer the question honestly enough for the guardian to allow him to pass, while still not giving away anything he doesn't want known - and I have years and years of experience that show that when characters know just a little information about a fellow party member, they will want more. And once that happens, you as DM can just sit back and watch the roleplay.