I've been thinking a lot about character histories and origin stories lately. Most people who want to play a LARP want to have a unique and interesting character who gets to be a hero in their own way. And plenty of folks use their backgrounds as a way to get there - but sometimes not in the right way.
Maybe there's nothing in them that makes their character unique (I was a farmer then my family was killed by undead so I took to the road), but a lot of times they're attempting to do too much (I'm the secret heir to the elven kingdom). Not everyone is into giving their character a rich background story, and that's okay. Some people don't LARP for that sort of thing. And for those that do, a lot of your character will be defined when you actually play them.
And that's kind of my first point.
Some people seem to want to make their characters interesting by virtue of what they are instead of who they are. They want to be half-fae, or secret royals, or destined artifact wielders. Maybe I'm alone in this, but I find that the character rather than their bloodline is more interesting. Examples: "The Phantom Menace" explaining Anakin's midi-chlorians are the reason he's the way he is; versus "The Dark Knight" where the Joker's background is unclear. Joker's the better character, hands down, right? Didn't most of us roll our eyes at the whole midi-chlorians thing? And what happened in "Highlander 2" when they tried to create an explanation for the whole "immortal" thing? Anyway, the point is that not everything has to have a direct, biological reason, and forcing one can take away the magic.
I'm not saying it's not cool to be the child of the prophecy or find out you're the scion of a lost alien race. But I think you've got to have a strong character before you do that, and characters, like people, aren't made interesting based solely on their bloodline. Sure, that can add to it, but it's what the person does with it that makes them who they are. It's their experiences that shape them, just like us. Sometimes it's more interesting to see someone pull themselves out of a normal background and become a hero because of their character rather than special abilities.
So instead of telling me what the character is, I'd rather see what happened to them to make them who they are.The other obvious problem with these types of backgrounds is that they set the expectation that the player/character wants to be more powerful than the average bear already. They're trying to skip in line, so to speak, and start out with a character that has personal plot attention and is ready to receive their pew pew special powers. In most LARPs, that kind of personal attention is earned by being a good player and pursuing it in game. Plot can certainly pick out someone to hook without that, but
by creating a background that asks for extra attention, that player can come across as greedy and entitled at worst, or maybe just clueless.And for me, at least, I don't find it fun to just be handed things - a reward isn't a reward unless you did something to earn it. I know some people don't mind coming out of the gate with eye lasers and an "I win" card, but for me I might as well stay home and write myself into some fan fiction. :) Heroes are heroes because they overcome obstacles, imo. But that's not everyone.
So, if you want to be special, as we all do, but you can't ask for it, what can you do? Well, there are certainly exceptions to the above. For example, a long term player creating a new character with Plot's help.
But the backgrounds I appreciate the most are those that demonstrate an understanding of the setting, based on reading whatever in game material is available, and
sets up the character within the world instead of the exception to it. They explain the character's goals, motivations, fears and loves so that Plot can get an idea for what they're trying to play. They do it in a way that shows how the events in their life made them who they are.
And they leave a little room open for Plot to play with. I'm not talking the "I've forgotten everything about my past" cliche, but just a few things that Plot can use as your character develops. If you want to steer the plot in a certain way, steer your background in that direction without coming out and telling plot what to give you. For example, if you want to be more magical, maybe the character's father was on the council at the school of magic and was involved in secret experiments. This could go in a lot of different directions, making for interesting plot and possibly even those coveted special abilities (maybe the experiment was done on the character as a baby!) A lot of times, Plot can be creative in unexpected ways, so giving them room to work not only avoids hubris, but could open the door to something more interesting than you thought!
So put in some side characters and facts that Plot can use to make your story come to life in game. Have siblings, old lovers, best friends; throw in mysterious encounters or significant events your character witnessed. You don't need to write a novel, here, although I'm making it sound like it :) Keep to the main points, and if you have an idea for your character's goals, tell Plot! (although if it's a super powerful artifact or something, that may again come across as greedy).
For the Plot side of things, when I get a character history I usually try to work in some extra information to throw to the player. Even if it's just giving some names to their people and places to get them into the setting. This is especially nice for new players - you can give them not only some more in game info to help them play their character, but you can make them feel special just by throwing some tidbits their way. Give out a few hints that have to do with the plot you're running maybe, so the player can jump in and feel useful right away. This is a great way to hook people in! Maybe while on their farm they witnessed a secret meeting of your evil NPC group and overheard a few things they didn't understand out of context. Maybe one of your NPCs is their uncle. It doesn't have to be a major spoiler or connection, but just something to get them going.
For both player and plot, it's important to be willing to work together. Plot should have an open mind and be willing to maybe add a little spice to a character history. The player should be aware of what they're asking in terms of fairness and setting, and be willing to work with plot to create something that fits for everyone.
What do you think about character backgrounds? Do you use them? What do you like or dislike about them?