The notion of your D&D character having a background is integral to fifth edition Dungeons & Dragons.
Bonds and flaws are fundamental parts in a player character in order to make your game feel more real.
You are a berserker. The thrill of battle turns you into a warrior possessed by an uncontrollable and all-consuming frenzy.
While there is no rule in a game saying your character can’t fly solo, you can get a lot of mileage out of asking what groups they owe their allegiance to.
If you create a compelling character, it greatens the joy and entertainment of everything in the campaign.
Quite some time ago, I wrote a post about how doubt can be a compelling character flaw. Recently it occurred to me that the opposite is true as well, and a character’s growth to confidence and security of self can make for an interesting character too.
Some backstories are so detailed that they shut down any chance of organic character growth through the events played out at the table.
Have you ever had that kind of character that has a simple backstory whose problem gets solved in the first 3 sessions?
D&D Beyond teamed up with The Role Initiative at PAX East last weekend, and together we helped people create and print out characters to play in dozens of D&D Adventurers League games.
Let’s talk about how your choices to create a character that some may call ‘sub-optimal’ is not a bad thing.