for my new ttrpg campaign, Choir (scifi, multi-system, set in a homebrewed universe based on the machineries of empire books' setting), we've been playing a bunch of worldbuilding games in preparation, including one- or two-shots for each PC to play out specific moments from their backstories. (for more general campaign info, see this post!)
anyway, i thought i'd write up brief summaries as to how these backstory games have gone, because they've been a blast and i highly recommend doing this for a campaign that'll involve deep character exploration.
1. Love Triangle in a Death Cult Regency
TTRPG: Good Society, "a collaborative regency rpg that seeks to capture the heart, and the countenance, of Jane Austen’s work."
Backstory situation: How teenage Noci chose duty over love.
Present-campaign Noci is a trained torturer and professional indoctrinator, but they were just a teen once who had to choose between an arranged marriage or a continued relationship with a lower-class boyfriend. We played out one week set 25 years pre-campaign to show how Noci chose marriage and responsibility over love. The setting was a space station that floods with time-keeping tides, set during a week-long celebration of the faction's revered saints. Good Society was such a fun vehicle to play out the intricacies of a death cult space society, and the two-shot was honestly so moving???? i have not stopped thinking about it???? A++++.
PC: Moment's Pallor (she/zie)
TTRPG: HOUNDs, "a dice-stacking roleplaying game about the bond between a mech pilot and their robot companion."
Backstory situation: How Pallor was caught trying to run away with a stolen, sentient spaceship.
Present-day Pallor is a coder, a scientist, has already been executed once, and doesn't understand why it didn't stick. We changed HOUNDs to be about a computer coder/hacker and a sentient space-moth that had been harnessed and augmented into a ship. Five years prior to the campaign, Pallor connected to said moth, realized that it was sentient, liberated it and tried to escape the empire. Zie was caught and executed for this, then brought back to life under mysterious experimental means. HOUNDs was so much fun and did a great job ramping up the tension of the chase and allowing touching, calm moments too. (We play online, and used Tabletop Simulator on steam for the dice-stacking, which worked very well!) I love this mothgirl and i can't wait until zie can be with hir moth again wahhhh.
TTRPG System: A Long Night in the Mech Bay, "A TTRPG about Relationships Reforged in Conflict."
Backstory situation: Rose and her wife (an NPC) negotiate a divorce while reminiscing about their relationship.
One year before the campaign starts, Rose got divorced (but they will be on the same crew once the campaign starts, oops). We used an albeit incredibly hacked version of LNitMB to play out the seven years of Rose and Han's relationship, from meeting up until and through the divorce negotiations. This was mostly accomplished by completely rewriting all the questions so that they were specific to this couple, and reversing which kinds of questions were asked first, so that it started with happy memories before we entered The Agonies. We also added NPC opportunities and setting description stuff so that the other two players could contribute, but the basic framework was still really useful for this kind of exploration, and I love the idea of starting a brand-new campaign with scar tokens lollllll. anyway i am unwell and having a GREAT time.