Since the opening days of my RPG life, I’ve created backgrounds for my characters. It’s just how my brain works. I love creating characters and their backstories. Don’t worry, I don’t force my GM (or fellow players) to endure reading the pages and pages of hastily-written material I’ve made for my characters. You shouldn’t do that either. Any backstory of more than a single page will end up in the “TL;DR” pile and will never come into play.

However, I’m not here today to talk about extensive backstories for your characters. I’m here to give some advice to the GMs out there creating adventures for their group. At the start of the adventure, there is a thing called a “story hook” that I’ll be covering in more detail next month.

Two elements of an adventure (or any ongoing campaign) that can help generate quality story hooks are backgrounds and factions. By providing a short list of options that are closely tied to your adventure setting, you can sprinkle hooks throughout the adventure to keep the PCs on track toward the end goal of confronting the adventure’s Boss.

Most of this material may feel like Session Zero goods, but its really not. Yes, backgrounds and faction alliances (and oppositions) should be determined during Session Zero, but they must come into play throughout the adventure. Otherwise, there is no point in including them at all. The key here is to ensure everything drives the adventure forward, deepens the experience for the players, or gives them motivation to be included in the adventure’s premise.

Backgrounds

 Backgrounds should include hooks. 

Backgrounds come in a wide variety of flavors and styles, depending on what game you’re playing. It might be a Fate aspect. It might be a D&D 5e background. It could be a series of die rolls on Cyberpunk 2020’s lifepath system. The list goes on and on and on. I can’t possibly cover all of the distinctions here. If I try, I’ll miss your favorite game’s background system, and then the hate mail will flow in. (Or maybe not; you’re a bunch of nice people.) Instead, I’m going to approach this from a higher-level and more generic angle.

Backgrounds should include hooks into one or more of the following aspects of the adventure. Don’t try to wrap all of these into a single background. Otherwise, it’ll just be too much and will overwhelm the player while they try to keep track of how their background impacts their character.

  • Relationship with an NPC
  • A different style of relationship with a different NPC
  • Alliance with a faction
  • Opposition to a faction
  • Investment in the story hook
  • Creation of a bond with a key location or object

Life is better and creation is easier with examples. Here are a few:

Mentorship – Your character is a mentor to Allela. She is interested in learning from you, is always attentive, and brings you a piece of candy during each of your teaching sessions. (Then, in the story hook, Allela goes missing while on a field trip in the nearby Duldin Forest.) (This creates a relationship with an NPC and the story hook.)

Business Venture – Your character is attempting to get a local merchant guild, The Red Consortium, to invest in an import/export idea that you have. Garlu, the headmaster of the consortium, is reluctant, but will agree to entertain the idea if you do him a favor. (In the hook, the favor requested will be to return a family heirloom that his son lost in the recently discovered ruins in the nearby Duldin Forest.) (This ties the character to a faction, an NPC, a location, and possibly an object.)

Forest Warden – Your character is a member of the Wardens of Duldin Forest. You tend to the forest for Duke Arglist, the local leader of the area, by reducing dangers within the forest and preventing poaching of the duke’s deer. Lately, however, the duke has become concerned with a recent discovery of ruins in the forest. He’s unsure how his royal records and maps never revealed the ruins until its discovery last month. (This ties the character to the duke, a faction, and a location within the forest.)

As you can tell, the ruins within the Duldin Forest are probably going to be key. There is some mystery to the ruins as they were recently discovered. There a few minor hooks here, but they have yet to be fully triggered until the opening few scenes of the adventure. If you can “aim” backgrounds toward the same or similar areas, then hooking the characters (and hopefully the players) into the story will be much easier.

As an addendum, these backgrounds are small elements of a character, not the complete story of the character. Don’t write up a character’s background for the player. Just provide some options for them to pick up and build around while they come up with their own stories about what their characters did before the adventure started.

Factions

 Not all factions require background hooks. 

As you can see from my examples above, the factions are woven into the backgrounds. In my three examples, I made use of two different factions. You can include all of the factions into the backgrounds if you choose, but keep in mind that some of the factions may be opposition, not allies. This is easy enough to incorporate into backgrounds by simply having a faction do some wrong or misdeed to a character within the background.

Not all factions require background hooks, though. It’s easy enough to keep some aside, or even secret from the PCs, until it’s the right moment to incorporate them. While I’m talking about secret factions, I’m going to advise you to use those sparingly. If every other faction is a “surprise reveal,” then the shock value will wear off very quickly and have the impact of yawns and boredom, not actual surprise.

Most factions should be known to the players, even if they are not attached to or opposed against one another. There are plenty of factions in the real world that have zero impact on my life, but I’m aware that they exist. (I’m mainly thinking of the artificial construct of home owner’s associations here.) I would recommend only creating the factions that will have a direct and tangible impact on the adventure’s story flow. Give each faction a brief description, and create a “faction handout” for the players to peruse and reference. Obviously, if you have a secret faction or two, you’ll want to avoid putting those on the handout.

Some details about factions that I like to come up with are the leaders, organizational structure, goals of the faction, why the faction wants to accomplish those goals, and identifying marks (if any) of the faction. I don’t detail the membership rank and file beyond noting how many members exist within each city, village, or key location. For the identifying marks, I break those into two categories. The first is to note how members are marked. This could be a uniform, badge, secret handshake, a tattoo, or something else to allow either the public or fellow members to know who is in the know. Secondly, how do the faction “mark their territory” to let opposing factions know to stay away or stay out?

Conclusion

I hope this article helps you come up with some quality adventure-related backgrounds and factions to put to use. I touched on story hooks a little in this article, but next month, I’ll be doing a deep dive into story hooks and how to lay them in front of the players with proper bait on the hook.