If you tell me that you enjoy stabbing your eye with a pencil, I might look at you oddly, ask “are you sure?”, etc. But if you tell me that you’re getting smarter, and it’s because of your hourly regimen of pencil eye stabs, if you state that there is a causal relationship between stabbing yourself in the eye and getting smarter, then you can expect some “citation needed” pushback on that “because”.
Same thing here.
I’m questioning - or, having questioned in the parent thread, I’m rejecting - the notion that a meat grinder can *cause* backstory.
If the discussion of “party cohesion” carries over to this thread, then I’ll reiterate/revise my reasons for believing that a meat grinder is a suboptimal tool for those purposes, as well.
Requirements on what characters you can bring, like “you all hate the empire”? Perfectly reasonable, even if they do get a bad rap from GMs who expect inadequate or even unrelated requirements to do all the heavy lifting of adventure buy-in and party cohesion.
Flashbacks? If you want, I’ll wax on for hours about Quertus’ past. During a blizzard, when most of the players were wise enough to skip the session, I once spent a whole session just roleplaying characters on watch having a conversation. Existing characters with long histories with other groups, who has never really talked to one another before. Good times, no post hoc invention required.
“Why” questions? One of the best groups for roleplaying I’ve played with was big on (to paraphrase) “the version of your character who lives in my head would have done X. You did Y. Why did you do Y instead of X?”
Developing backstory in play? Really not my cup of tea.
However, imagine if, every time you say down around the campfire at end of session, half the PCs dropped dead, and then the (other?) players told backstory events. Would that add to the value of the post hoc backstory generation?
Although I liked the juxtaposition of “story vs backstory”, I think that your wording of “backstory vs experience” is more accurate.
As to the myth that backstory doesn’t exist until it comes up, I can only say that, if I’m roleplaying Batman, the fact that his parents died in front of him blah blah blah almost certainly informed the nuisance of every decision, from the moment that the curtain rises, and he answers (or has Alfred answer) his front door. The moment I take my first action - or my first inaction - my backstory is already “in play”.
That’s… pretty much my stance, in much more accessible language.
Yeah, I agree that “meat grinder” and “attachment” aren’t usually used in the same sentence the way that line of thought requires.
Citation needed on what using the tool right looks like. (For clarification, that’s “playing through a meat grinder” “to create backstory”)
I’ve got a new method for increasing productivity that involves chopping off limbs. You sure you want to try it a few times before passing judgement?
But that misses the… subtleties of my statement of having a character die once in backstory. The trick was, everyone can, in theory, imagine how bad it was to have a character die in backstory, even if it only happened once. Now expand that to a meat grinder, where the *expectation* is that it will happen repeatedly. And the question becomes, what can a meat grinder possibly do for backstory that makes it worthwhile? If I told you to bring 4 characters, because we were going to play through their backstories, and, even then, only about half the players will end the “backstory” session(s) with a surviving character, would you really say, “this sounds like a great way to make backstory!”?