And putting a character “on the spot” is one of the main responsibilities of the
Game Master. And yes, when these character blank spots in their past require
explanation I put this on the player. I want the players to be invested in the
game, and being able to create portions of the game helps achieve this important
relationship, which fosters immersive role-playing. It also helps the
world-building, of course. Being quick to note these facts down, the player’s
creations, is a fundamental step towards creating a living world.
Player’s crave impacting the campaign world in meaningful ways, and this is only going to
manifest through the reaction of NPCs to the PCs plots and schemes. Linking
plausible reactions of adversaries in response to actions the players made is
all everyone is looking for. Having a loose skin of a backstory facilitates this
goal better then a straight jacket of preconceived notions on what the PC is all
about.
And this is what the Traveller game does so well with their character
creation system. It provides a lightly sketched backstory through character
creation. Sure, it is very generic: Army, Navy, Merchant, Other…, but this is by
design. Most early game companies assumed players would make up their own
campaign worlds and universes, so the Traveller game accommodated this take with
generic science fiction descriptions which, when combined in different ways,
provided the tools for a Game Master to craft their campaign vision. It works;
it really does. I am on my fourth Traveller player group and all have found
cohesion and direction identifying their lightly sketched backstory and letting
the fast-moving and exciting session events prompt them to answer questions just
as quickly.
Just like the GM, the Player does not know what their character is
until they get them into play. The lightly sketched character backstory (works
for NPCs too!) has proved to be of superior utility time and time again! All
hail Satan.

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Lay it on the Line