Player 5: My parents were adventurers and pressured me into this life. Every summer it was adventure camp. Battle training for three hours a day on top of lessons in navigation, foraging, survival, and lute lessons. I'm only doing this because I have no other skills. Thanks mom & dad...
My current campaign has a character whose parents still live in the town where the adventure is largely based. A lot of effort is spent convincing other townsfolk not to tell his mother what he's been up to. It's fantastic.
One of my party members is the last survivor of a noble family who got murdered by an usurper, the other is a paladin who swore vengeance against a demonic cult, and the other is a girl who sold her soul to obtain enough power to get retribution against the one who killed her entire family.
And then there's me, a goofy dude who has spent a peaceful life as a city guard and is actually pretty chill and looking forward to inheriting his family's shop.
If I survive this, then I've truly reached the peak of my DnD career.
Fun fact: Last session I came really close to dying. The DM rolled for damage and I was totally dead, then remembered the 5 temp HP from fighting spirit. I was left with 1 HP.
I love the "happy backstory" characters and love GMing for them. Having an auntie the next village over is just wonderfully quaint. A couple of siblings whose mess has to be cleaned up. Cousins that have to be bailed out of trouble. That is just the low stakes. Turn up the heat a little and put some conflicting interests in the mix and you have a recipe for character drama.
And then there are all the larger and societal issues that become personal. Those affected by the situation are those that matter for the pc. While out killing goblins the bank took the farm. Auntie with an anarcho-syndicalist streak is accused of witchcraft.
Or mr edgy edgelord number fifteen who cares about nothing and none. My taste is clear - homebaked apple pie and an afternoon in the hammock.
That's novice stuff. It's a cheap emotional gut-punch that weakens that character's ties to the world and story. You can do so much more if you keep them alive:
They can hand out quests, as they think their child could handle it.
They can help out with certain tasks, like watching a tavern or storing stolen goods.
They can be a good twist villain later in the game, because they're tied to the heroes.
They can be a good fake-out villain, because it's suspicious you haven't killed them yet.
We had a campaign start at level 1 with the undead led by a lich killing the ranger’s parents. At lvl 18 the wizard raised them with wish for resurrection.
I've been kicking around the idea of a character like this but I don't play. Basically privileged teen, rich-ass parents, best education (was thinking maybe sorceror: basically the kid was handed everything in life), but he wants to play street rat.
I figure a sorceror masquerading as a rogue would be a big liability for a combat heavy campaign, but it could be pretty awesome for a rp focused one.
My character a long time ago was a prince who ran away from home to find a treasure. He was rich, well educated, but still a teenager. Like a rebellious teenager. In the campaign he turned into an assassin who ended up killing the Queen, his mother.
I always make my characters have both parents alive and well, and generally from a good home, if not an entire good region as well. Both my current Lancer and Fabula Ultima characters get into issues due to generally being who they are, and not necessarily from being raised in dire circumstances or having a tragic background.
Heck, one fun contrast to me is that my Lancer character is a young-ish noble who had everything she could want, and decided to venture out in the stars half for the thrill and half to spread her family's reputation, while the rest of the party are more mature and jaded adults who don't know any other type of life. The fact that she could stop at any point and go back to a comfy life isn't a drawback to the roleplaying, its a plus and adds more good conflict between them.
I can confirm, having placed as such a character for three years, this is actually just kind of boring. It turns out that it doesn't really make you more relatable, it just makes you never able to get any scenes or storylines that involve your backstory.
The trick for that is to get really really invested in the other characters backstory and really want them to succeed and get their revenge or happy end. That way, you are always in the spotlight too.
I'm playing a wizard who had a great life but was fascinated by the Underdark and wanted to go there. Everything was fine until she started adventuring lol.
Techlan Que, the halfling former snake oil salesman. His dad's in jail for selling snake oil, but he'll be out in a year or two. In the meantime Tek and his brother are working to put their kid sister through wizard school and send money home to ma because she doesn't have a paying job
And Simon Blackwood Jr., a kobold rogue. His parents were high ranking thieves' guild members before they retired to take care of their kids, but they took one last job to clear some kobolds out of a cave. They couldn't bring themselves to smash the only egg, so they brought it home and raised him as their own son. Now he's 8 years old, fully grown and out looking for work, much to his mother's dismay. She'd prefer he to to school with his older sisters, aged 11 and 13
hottest of takes: Personal tragedies in your backstory are overrated. Heck, having a large, complex backstory is overrated too. Many of the best characters I have ever played have had the most basic of backstories and motivations. It's so much more fun to throw your all into the story the DM is telling my inventing a reason why you care super hard, rather then wanting to have the story be about your character specifically.