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Is there ever an ever a easy way to build a backstory?..

GEBynum

Level 101
GEBynum
GEBynum
Rich+
I feel like making relatives to a character that are mentioned in their biography and how they contributed to a character’s life can be sort of hard to write, especially if you wanna make it like, enticing but not loaded to the brim with incredibly traumatic events, or just have a very.. shallow, “over achiever” stereotype. Not that I think everyone thinks this way, this is just something I struggle with. How do I give a character a strong backstory when I first make them.. including a flaw that I can make them either try to work on or actually work on while I play as them?

Open to any thoughts!! :D (writer’s block man..)
 

197Os

Level 8
198Os
198Os
Omega+
To answer your question…

Absolutely!

STEREOTYPING
When creating a backstory—although often pressured to avoid them in conventional writing—stereotypes are absolutely your best friend. As a base for character writing, they give you something to fall back on, when in confusing situations. Think of a stereotype like a hammer, although not useful in every situation, it’s crucial for any and every toolbox. They work for characters the same way.

FLAWS
The great thing about flaws is that we can take inspiration from real life! For the most part, (literarily speaking) all flaws stem from three types of character motivation; Pride, Feeling good, or the approval of others. The worship of one or a mixture of these three things can be used as a deep source of motivation for questionable actions, and can add immense variability into when and why your characters do fail.

Let’s look at an example:

Three characters, the same mistake, for three different motivations.

Telling a lie:
Character one, lies because they believe should they tell the truth, someone will think less of them…

Character two, lies because they feel the person they’re lying to doesn’t need, or deserve to know the truth.

Character three, lies because the consequences of telling the truth sound uncomfortable…

Remember: there’s no need to stick to one of these, though it’s best to start that way. A realistic character will likely swap between these three depending on traumas and motivations intrinsic throughout their arc. For example, a child prodigy, praised for their intelligence growing up, may develop a god-complex, beginning their struggle with pride. However, should they be humbled, they may over correct, becoming painfully aware of what others think…

ORIGINALITY
Go watch a movie man. Character originality is intrinsically something that has to be developed. Throughout your playtime, the character will develop through their unique responses to situations within roleplay. Don’t worry about starting off super original, that will come. Instead, draw inspiration from mashing together characters from media you enjoy.

One example of this, is my character Akiyama Yuta, as a character Akiyama is a mash of various delinquent characters throughout anime and manga, wether it be Hajime No Ippo’s Takamura, or Rokudenashi Blues’ Taison Maeda, he’s built of a combination of other characters, which developed through role-play into separate, equally interesting variants unrecognizable from the original.


Editing because I partially skimmed over the fact that these are for characters you don’t—all—intend on playing (from what I read):

Lean into other media. Taking inspiration is not bad writing, it is writing. Look at characters from the past, their inspirations, and model them after writing conventions. Remember that depth is not only lent through trauma, but also through mentorship, who your characters look up to, were influenced by, wether that be in lore, or in a meta way, through what characters you as the author based them off of. Consider them like love letters to the media you enjoy.

Yes this brooding teacher is based of Severus Snape! I’m glad you noticed…”

There’s a reason that authors look back, because ultimately nothing is entirely original, writing is just a symphony of praise to the authors who came before you; character backstories are no different!
 
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kustomzero

Level 162
UrAJinx
UrAJinx
Omega+
I develop my characters through roleplay to get a better understanding on how my character acts. I usually improvise this while developing and that's when my creativity comes into place where it gives me ideas for backstory lore or future lore events for that character.
 

GEBynum

Level 101
GEBynum
GEBynum
Rich+
Thread starter
Called me out on the movie watching.. (as someone who doesn’t watch a lotta movies.. I PROBABLY GOTTA)
 

GEBynum

Level 101
GEBynum
GEBynum
Rich+
Thread starter
To answer your question…

Absolutely!

STEREOTYPING
When creating a backstory—although often pressured to avoid them in conventional writing—stereotypes are absolutely your best friend. As a base for character writing, they give you something to fall back on, when in confusing situations. Think of a stereotype like a hammer, although not useful in every situation, it’s crucial for any and every toolbox. They work for characters the same way.

FLAWS
The great thing about flaws is that we can take inspiration from real life! For the most part, (literarily speaking) all flaws stem from three types of character motivation; Pride, Feeling good, or the approval of others. The worship of one or a mixture of these three things can be used as a deep source of motivation for questionable actions, and can add immense variability into when and why your characters do fail.

Let’s look at an example:

Three characters, the same mistake, for three different motivations.

Telling a lie:
Character one, lies because they believe should they tell the truth, someone will think less of them…

Character two, lies because they feel the person they’re lying to doesn’t need, or deserve to know the truth.

Character three, lies because the consequences of telling the truth sound uncomfortable…

Remember: there’s no need to stick to one of these, though it’s best to start that way. A realistic character will likely swap between these three depending on traumas and motivations intrinsic throughout their arc. For example, a child prodigy, praised for their intelligence growing up, may develop a god-complex, beginning their struggle with pride. However, should they be humbled, they may over correct, becoming painfully aware of what others think…

ORIGINALITY
Go watch a movie man. Character originality is intrinsically something that has to be developed. Throughout your playtime, the character will develop through their unique responses to situations within roleplay. Don’t worry about starting off super original, that will come. Instead, draw inspiration from mashing together characters from media you enjoy.

One example of this, is my character Akiyama Yuta, as a character Akiyama is a mash of various delinquent characters throughout anime and manga, wether it be Hajime No Ippo’s Takamura, or Rokudenashi Blues’ Taison Maeda, he’s built of a combination of other characters, which developed through role-play into separate, equally interesting variants unrecognizable from the original.


Editing because I partially skimmed over the fact that these are for characters you don’t—all—intend on playing (from what I read):

Lean into other media. Taking inspiration is not bad writing, it is writing. Look at characters from the past, their inspirations, and model them after writing conventions. Remember that depth is not only lent through trauma, but also through mentorship, who your characters look up to, were influenced by, wether that be in lore, or in a meta way, through what characters you as the author based them off of. Consider them like love letters to the media you enjoy.

Yes this brooding teacher is based of Severus Snape! I’m glad you noticed…”

There’s a reason that authors look back, because ultimately nothing is entirely original, writing is just a symphony of praise to the authors who came before you; character backstories are no different!
Honestly this is incredibly helpful. I HAVE A WHOLE GUIDE HERE- ty
 

Gamma Rose

Level 23
Avid roleplayer here.
The best and largely fun characters there are to exist, that end up being the most potentially attractive as well are ones that are created from a sense of humor.

You don't have to give a character depth right from the get go, such as from the point of it's creation to the point you start to roleplay them. The largely more fun and engaging route is when you create them from an idea, and you'll find that the flaws and traits fill themselves out naturally!

As for a backstory, you don't have to think of it right from the get go either, and while I don't advise either that you let anyone try to control the narrative you want to go for, don't go for the omega-trauma inducing background. Backgrounds should be reflective of what has shaped a character and person, and truly, an issue can be delicate and simple that you, as the player, can force your character to confront later.

For example:

Larry is a student who aspires to be a romance novelist. He shares his stories with his friends and family who all fall in love with his work, but Larry is a severe romanti-phobe. He throws up at the sight of anyone kissing! Dry heaves at anyone holding hands! Anytime anyone tries to show him the slightest interest of romantic attraction, he would push them away, cry in pain, and vomit.

Maybe this phobia of his makes him a bit rude, or maybe his fascination of romance novels makes him aloof, too honed in with making the perfect story that he's not as talkative.

You'll find yourself with a lot of memorable moments from this, for not just other players, but more especially yourself. But when you make and play this character, you'll be able to piece the fragments of the puzzle together! Like, why does Larry hate romance?

Perhaps Larry was cheated on long ago. He had a partner who he loved with all his heart, and for them to cheat on him with his best friend? It made him feel small, pathetic, and it was a nauseating experience to not just go through ONE betrayal, but TWO! And maybe these two people weren't the stereotypical bad you hear in the media. Maybe his best friend was big on the track team at his previous school who helped his single parent out at their shop and was an earnest worker, and his girlfriend was always looking for a charity to help. Two people who anyone would admire whereas Larry was just a typical average student at the bottom of the barrel. So while his now ex-girlfriend got to indulge in the spotlight of romance with his best friend, Larry was left in the dust to rot... And maybe Larry just wanted them to feel happy, but at the cost of his own self-confidence in the sphere of love and relationships. So in his obsession to write the perfect romance, in his desire to create a work where one is loved is his attempts to fill that void broken in him long ago.


;> The best memes can make for the best characters and the best stories for you and other people to explore!
 

GEBynum

Level 101
GEBynum
GEBynum
Rich+
Thread starter
Avid roleplayer here.
The best and largely fun characters there are to exist, that end up being the most potentially attractive as well are ones that are created from a sense of humor.

You don't have to give a character depth right from the get go, such as from the point of it's creation to the point you start to roleplay them. The largely more fun and engaging route is when you create them from an idea, and you'll find that the flaws and traits fill themselves out naturally!

As for a backstory, you don't have to think of it right from the get go either, and while I don't advise either that you let anyone try to control the narrative you want to go for, don't go for the omega-trauma inducing background. Backgrounds should be reflective of what has shaped a character and person, and truly, an issue can be delicate and simple that you, as the player, can force your character to confront later.

For example:

Larry is a student who aspires to be a romance novelist. He shares his stories with his friends and family who all fall in love with his work, but Larry is a severe romanti-phobe. He throws up at the sight of anyone kissing! Dry heaves at anyone holding hands! Anytime anyone tries to show him the slightest interest of romantic attraction, he would push them away, cry in pain, and vomit.

Maybe this phobia of his makes him a bit rude, or maybe his fascination of romance novels makes him aloof, too honed in with making the perfect story that he's not as talkative.

You'll find yourself with a lot of memorable moments from this, for not just other players, but more especially yourself. But when you make and play this character, you'll be able to piece the fragments of the puzzle together! Like, why does Larry hate romance?

Perhaps Larry was cheated on long ago. He had a partner who he loved with all his heart, and for them to cheat on him with his best friend? It made him feel small, pathetic, and it was a nauseating experience to not just go through ONE betrayal, but TWO! And maybe these two people weren't the stereotypical bad you hear in the media. Maybe his best friend was big on the track team at his previous school who helped his single parent out at their shop and was an earnest worker, and his girlfriend was always looking for a charity to help. Two people who anyone would admire whereas Larry was just a typical average student at the bottom of the barrel. So while his now ex-girlfriend got to indulge in the spotlight of romance with his best friend, Larry was left in the dust to rot... And maybe Larry just wanted them to feel happy, but at the cost of his own self-confidence in the sphere of love and relationships. So in his obsession to write the perfect romance, in his desire to create a work where one is loved is his attempts to fill that void broken in him long ago.


;> The best memes can make for the best characters and the best stories for you and other people to explore!
THANK YOU!! I think I usually overthink planning characters out completely since I want to know what I expect of them, but that kinda makes them hard to play when they aren’t having any development.. I realized this can be salvaged between relations with other characters and basic objectives. Using a more simple, yet unique idea and fleshing it out creates interest, like you said, and a few of my characters do follow that! Just in a lot.. less of an organized way-

also, poor larry man.
 

Gamma Rose

Level 23
THANK YOU!! I think I usually overthink planning characters out completely since I want to know what I expect of them, but that kinda makes them hard to play when they aren’t having any development.. I realized this can be salvaged between relations with other characters and basic objectives. Using a more simple, yet unique idea and fleshing it out creates interest, like you said, and a few of my characters do follow that! Just in a lot.. less of an organized way-

also, poor larry man.
Everyone is different, but personally what I've found, including my friends, is that there is a lot of depth that comes from simple humor. I've been doing that for a few years now since I find when you have memes to make, the better character it is to create.

Group characters are a bit tougher, and you don't always have to rely on that meme format if you all have a decided genre to follow; and at that point you all have to come up with fun scenarios to do to illustrate the relationship between each person and how they interact on the field. It creates a natural flow since we, as natural human beings, are all a little silly at our core!

Perhaps the theme of the server might make that a bit tougher since it's a bit more slow paced and you don't have the natural fluidity of events to push that narrative drive, but you will at least have those interactions that are encouraged by the character you have designed.


I also do not recommend movies to rely on for character inspiration. Not at all.
The common issue if you do this is that you rely off of the author's character for inspiration which ends up creating a diluted replica of what you want to do.

It creates the problem of: 'Well, if my character was in a video game, which person would they be?' and ideally you'd want them to have similar traits to that person in the game, rather than vice versa, or else you limit yourself with the creative flow that you should have.
 
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