All the World's a Stage: Background story
All the World's a Stage is a source for roleplaying ideas, commentary, and discussions. It is published every Sunday evening.Your character is like an arrow. He was launched from the birthplace of your imagination with the aim of creating spontaneous stories with other creative people. Your character's personality is the particular direction he travels in, and his background story is the bow which set him on his way.
The bow-string tension that gives a good backstory its momentum is its lack of resolution. The desire to find resolution propels your character forward into the game, but it doesn't predict with certainty where your he or she will end up. Realizing this can free you of a great burden: your story doesn't have to make the New York Times Bestseller List. In fact, the whole idea here is to purposely leave your backstory unfinished, ready to be resolved through roleplaying. Too much emphasis on a dramatic background leaves you with not enough room for an interesting foreground, and little else to contribute other than the saga of your epic past.
Obviously, people aren't logging into WoW to read your miniature novel. They generally won't want to hear your backstory unless they specifically ask you about it (which they might!), but even then they'll care less for its narrative value and more for its ultimate impact on your character as a person. It's best to think of it less as a story in itself (e.g. "How I got to be this way"), and more as a prologue to the story you want to roleplay (e.g. "How do I get out of this mess?"). Its purpose is to set up challenges for your character to overcome with other people, and it should establish a direct line to your character's desires and aspirations.
"The arrow that flies..."
One character might be an old man whose greatest wish is to pass on something to the next generation before he dies; his previous experiences are the forge that shaped his thinking and the various stories within his backstory may be among the basic tools with which he nurtures his wisdom in the hearts of others. Another character might start out as an eager explorer in search of adventure and glory; and in this case her backstory should be as simple and boring as possible, so as to give her all the momentum she can get thrusting forward into the future, away from that undesirable past. In both these cases, the backstory focuses on real human motivation and helps the character to explore a particular theme his or her player likes. (Note: Beware common backstory groaners -- even if they seem like a good idea at the time.)
Probably the most popular theme roleplayers like to deal with is that of abandonment and loss -- in fact this theme is so common that it often seems cliche or Mary-Suey. The fact is, however, that many of us experience a lot of loss and abandonment in our real lives, so it's natural that we should want to deal with it in our chosen art form as well. The problem comes when we let our characters' tragic lifetime of sorrow become a mere rut with which we dwell on such suffering, rather than a path through which they arise to transcend and make meaning of what they have gone through. A character whose backstory leads him to stubbornly insist that he has no enticing opportunity for growth and change has no place in a roleplaying community, because, in spite of a plethora of backstories he could tell, there's no more story for others to create with him together.
Characters based on the theme of loss often have to deal with the death of some family members. Those deaths are only a good thing for your character if they actually influence you make relationships with other people in the present. Acceptable influences might be: "I must find someone to help me find out who killed my parents," and "I must gather a group to avenge them!" Even better, however, would be something less like Hollywood and more like real human feelings, such as: "I know I will never have my parents back, but I still long for someone to share good wisdom with me, and help me to grow," or "The memory of my parents must never die! I must make up for their loss by achieving all the things they would have wanted, realizing their hopes and dreams through my actions."
"...the bow that is stable..."
Once you view your backstory as a kind of propeller driving you forward, then creating a good one becomes much easier. You may need to do lots of research on Warcraft lore, or pick a simple template with the emphasis on the story from level one on up. In fact, you may find that your character doesn't need any backstory at all -- the details you can make up on the spot as you wander about and interact with people may be perfectly suited for your needs.
Also, it's important to remember that much of your backstory may never actually be told -- certainly there will never be time in the game itself to type out pages worth of information and descriptions. J. R. R. Tolkien is famous for his immense backstory for The Lord of the Rings, the vast majority of which never got even a single mention in that classic novel. All of it influenced the story in different ways, but only those parts which were directly relevant had any place in the book. In the same way, only the details of your character which influence the way you roleplay him or her today are important -- the rest are just bonus special features you've got tucked away.
In addition, unless you wish to write out your stories on your RP guild's website forums, you can keep most of your story in a kind of personal limbo in your notebooks or in the back of your mind. The only things about it which become real or unchangeable are those details which come out in the natural course of roleplaying, either through direct storytelling or through clear implication. You are totally free to improve any aspect of your character's backstory as long is it doesn't conflict with what the people you currently roleplay with already know about you.
"...the mark upon the path of the infinite." -- Kahlil Gibran, The Prophet
"History repeats itself," or so they say, but however true that may or may not be in real life, in roleplaying it is resolutely false. We create our characters so that their futures may be different from their pasts -- so that the questions they raise from the back storehouses of our minds may find come into the light of creative companionship and find answers.
Filed under: All the World's a Stage (Roleplaying), Analysis / Opinion, Virtual selves, Lore, RP






Reader Comments (Page 1 of 1)
SaintStryfe May 4th 2008 6:51PM
Playing against type can be a fun way to roleplay, and explain character choices. For my main Draenei Shaman, I explain she dislikes that the spirits chose her, that as a girl she wanted to be a Vindicator or great Warrior, and she feels cheated, and fights only because the need is so great. Explains why she's enhancement, and doesn't make great use of lightning calls or non-combat related totems.
Hurode May 4th 2008 6:52PM
Nicely done on the Khalil Gibran quote. The Prophet is one of those books that I personally think should be required reading by the time you get out of college. I know my lit teacher gives them out as high school graduation gifts.
Great article as always!
Sean Riley May 4th 2008 7:44PM
Good column -- My only extra point would be to link between WoW Lore and your personal, human qualities whenever possible. My gnome, for instance, longs to complete the engineering project of her father. (She spends as long as can tinkering with clockwork devices trying to get it right.) Quick links between WoW Lore and humanity creates a lot of immersion.
(And privately, I've been responsible for a 'groaner' as noted on that site: The reformed . I maintain that one's not universally bad -- Sam Jackson's character in Pulp Fiction, right at the end, is brilliant, and that's roughly that archetype. "But I'm tryin'. I'm tryin' real hard to be a shepherd," is a wonderful goal.)
Timothy Bower May 4th 2008 8:48PM
My Night Elf Hunter is more of an Explorer than anything, because his Uncle left when he was studying to be a Druid to explore with Brann Bronzebeard, and promised he'd come back and show him the world.
But he never did, so Django decided he'd go out in the world himself, and follow the tracks of his Uncle. Not knowing if he's dead, or if he's gone to glory, but he's always behind him.
He's modeled basically a Night Elf, sheltered in his society, but dreaming of how great the world is, and expands with his knowledge. Which works great for going to dungeons like Uldaman.
Basically, I love the crap outta Brann Bronzebeard... And those Indiana Jones, Hemingway type of guys, that go on romantic adventures to far-away lands. But is really a book-worm, who loves to write and study.
It makes playing solo even better too.
Xiphus May 4th 2008 9:04PM
My character's backstory already has a resolution: He killed his family, and he has been wanting to do that for over 16 years. All that's left after becoming undead is to avoid any evidence from that deed from surfacing. However, there's also that feeling of 'so, I had done something I had been dying to do (ha ha!) for a really long time now. What's left?'. That is now his motivation, finding his place in the grand scheme of things.
Zegim May 5th 2008 12:36AM
Very interesting read, as always.
My character has a quite simple (maybe even plain) backstory. His family is one of farmers, and that lifestyle bores him. Wondering what else is in life, he decides to go to Stormwind and become a Paladin, inspired in the stories he heard about those warriors of the light.
Tenchan May 5th 2008 3:44AM
Finally someone got it right. I'm so tired of 'RP guides' telling newbies to make up a super duper detailed backstory before they even think of starting to play.
Thank you.
Cynra May 5th 2008 7:08AM
While I personally love detailed backgrounds (I tend to sit down for a couple of weeks and research before really getting into character), I honestly believe that a good backstory should only have 5-10% revealed while interacting with others. In general, most people aren't going to share all of their deepest, darkest, innermost secrets upon meeting a complete stranger. And I'm certain that most of us haven't even shared our life story in real life with our closest friends. It irks me to no end when people do so in-game.
Your background probably serves as a catalyst for why your character is the way that she is. And while everyone probably doesn't know why she acts the why she does, you know that her rabid dislike of gnomish engineering is due to the fact that a close family member used to subject her to his experiments back in the day (leading to a number of singed eyebrows and probably more than a few scars). Your story should guide your character in how she acts.
If you have a burning desire to share your story, do so out of character! Someone mentioned guild websites, which works well (especially if your guild is a roleplaying one or tolerates roleplaying -- if not, you might get a few raised eyebrows). I also love WoWWiki (http://www.wowwiki.com/), which is roleplaying friendly. A number of realms (Feathermoon US included!http://www.wowwiki.com/Server:Feathermoon_US/Guilds_and_Characters) have character pages, where people are invited to post profiles and link them on a collection. This is a great idea, since you effectively make your character lore for that realm and help promote a sense of community!
Also -- while the site has been experiencing a lot of database problems with Eluna's extended absence -- WoWRP (http://wowrp.com/) is a WoW-wiki that is designed by and for roleplayers. It leans more towards EU servers since Eluna makes her home there and promoted it on EU forums, but it's still a nice place to put that information out.
Syme May 5th 2008 10:14AM
A good column, Mr. Bowers. It has convinced me that my characters need a little dramatic tension. They've tended to be on the bland side in the interests of low maintenance, but recent events in game mean I need to step up to the plate and let at least a few demands be placed on me. This column will help.
It is also interesting in that I discovered just this morning a blog entry by game designer Brenda Braithwaite on types of conflicts in game narratives:
http://bbrathwaite.wordpress.com/2008/05/04/types-of-conflict-narrative-in-games/
Looks like I have some food for thought today.
Badger May 5th 2008 10:18AM
Well, that settles it ... When I get paid this week, I'm hitting B&N and buying a copy of "The Prophet." I've seen it referenced too many times recently (especially here on Insider) to be this clueless about it.
Pingmeister May 5th 2008 11:24AM
I just rolled a new toon on an RP server and am rushing to get to level 10 so I can finish the Orphan Quest before it's gone because the pet pig is going to be a major part of my backstory.
CURSE YOU, WORK! I NEED TO GET HOME AND GET THAT PIG!!!!
Cynra May 5th 2008 1:39PM
There's an undead female (and I'm disappointed to say that I can't remember her name or her class) who roleplays with her pig. Mind you, it's a demonic pig who apparantly speaks to her (we never said that the character are sane, did we?) and tells her to do vicious, awful, painful things to other people, but it's fun and never comes across as too cheesy.
My favorite interaction between a character and his vanity pet, however, was an undead rogue. He had a cockroach that he called "Mom" because he was under the misguided idea that the cockroach was somehow his mother. I don't remember the full backstory, but every time he wrote on the forums or sent a mail in game, he'd sign it as his character's name and Mom. It used to make me laugh a lot!
I'd be interested to hear how you intend to tie the pig into your character's story, Pingmeister!
Pingmeister May 6th 2008 11:32AM
Poor ol Pingley was out Hunting one day and came back home to find his Parents and brother gone. In their place were two large pigs and a tiny one.
He checked with the neighbors to find out that a strange creature (looked like a bird in a fur coat) had come through town rather arrogantly and threateningly asking for food and assistance. Everyone complied.
Pingley believes his father may have given this traveling stranger some attitude. The household was cursed, turned into pigs.
He gathered up his money and asked his neighbor to watch his "family" while he pursued this creature.
After several dead-ends he returned to find that his transmogrified parents were missing. The neighbor says they wandered off but, fearing the worst, he grabbed his brother and decided to find out where this creature went.
His only clue is that some people noticed that the creature carried Timbermaw totems so his goal is to get friendly with the Timbermaw so he can find out where this creature is.
He is determined to reverse this curse and to do it he will travel to the ends of Azeroth (and beyond if need be) to do so!