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- đŠDon't write backstories longer than two paragraphs
đŠDon't write backstories longer than two paragraphs
Welcome back, adventurer!
We just got back from our well deserved vacation and weâre full of energy.
This week I want to start off slowly after the summer break, Iâm still recovering from petting so many kittens and from the 40Âș C we experienced in Zamora.

Look at these two mischievous and adorable little furballs đ
So today I want to talk to you about creating backstories for your character and share my approach (and SaĂșl's).
Trips with heated debates
Saul and I have a very special tradition every time we travel by car: he gives me a video game pin, and in return I give him one about TTRPGs.
Itâs part of the deal in our relationship, and we both know the score.
Well, this time we talked about how sometimes creating a characterâs backstory thatâs too complicated can kill the character before the adventure even begins.
If youâre a DM, Iâm sure this has happened to you: a player shows up whoâs written you a two-page story detailing everything down to when the first beard hair grew on their paladin of redemption.
That character has already lived through his adventure and has a lot of details to stick to when it comes to roleplaying.
And the player doesnât even know if heâs going to like playing the character.
From my point of view, backstories (Iâm talking about low level characters) should answer two questions:
Why is your character special? And not just âPeter the baker.â Or why is âPeter the bakerâ suddenly a wizard, for that matter.
Why would they embark on an adventure? When you sleep so well at home.
Iâll share a few tricks I use.
Less is more
Backstories provide a starting point for the player and the DM to create a story together.
In other words, you have to agree on it.
Personally, I like to refine the backstory as the game progresses, so itâs much more useful to me if the initial premise isnât too specific.
Youâll have to give me a very good reason why your backstory has a second paragraph.
Let me give you an example.
Saul is playing a bard who is an exceptional musician who used to travel the world with his beloved, carrying stories and legends from one place to another. One day she disappeared, and he tracked her down to Barovia, where he was trapped for years without any further answers.
During the sessions, SaĂșl and I refine the character as he discovers what kind of bard he wants to be: what his beloved was like, how being in Barovia has affected him, who heâs met along the way, what heâs afraid ofâŠ
All these details are easier to define when you have other players and the DM bringing the world around you to life, because as a player, itâll be much more intuitive for you to know what you want.
And indeed, SaĂșlâs initial idea hasnât lined up with what he enjoys role-playing the most.
One dynamic I love is the flashback session.
Through some vampire magic, each character ended up seeing their greatest desire materialize as an illusion. SaĂșl saw his beloved, and they had a conversation in a place that he could define and describe together with me.
This forced the players to reflect on their motivations and desires, and we were able to see those backstories acted out rather than just reading them on paper.
But ultimately, they became a more tangible element.
Foreplay is important
I have my own take on âsession 0.â
Usually, people meet up, talk about the kind of game they want to play, create their characters accordingly, and so onâŠ
I do that on WhatsApp.
For me, whatâs really useful is getting the players to actually play and see if theyâre comfortable with their creations.
For a couple of sessions, the players have complete freedom to change details of their build, their backstory, and whatever else they want.
It still stings to remember when I created a ranger with all the enthusiasm in the world, only to find that her personality didnât quite fit the dynamics or tone of the game.
I ended up switching characters.
Or that time I created a bard specializing in humanoids in a game where we didnât encounter a single one.
Luckily, my Dungeon Master let me change my school, and that character ended up being my favorite (and, without meaning to, the most overpowered).

Someday I'll tell you more about Wendy, my bard with a Constitution of 20 and more vitality than the group's fighter. Let's see who was brave enough to break my concentration.
I think it's essential to have sessions that let you experience what it's like to play and portray a character in a more controlled environment, to ensure you'll have fun during future sessions.
And these are my hot takes on backstories, but obviously they donât have to be the only ones or apply to everyone.
Every player has their own tricks.
What about you,
See you next week,
Successful quests and better rolls,
đŠIrene the Wizard
đŠSaul the Bard