Characters as Arrows
Discussions often revolve around character backgrounds and how to build them in a way that allows players to better tie in with the story being told or with the other characters/players at the table. Specifically, a frequent pitfall is to build a character without any motivations to go into an adventure or to get involved with a story. A local folk hero who decides to go adventuring through the world might sound interesting on paper, but unless we understand what made him leave his home, his family, we run the risk of lacking a clear character motivation to help us push forward and embody them when the first decision has to be made. At the same time, as a game master, it might sound simple enough to put things along the path the players are headed to and hope they will just engage with them. Attempting to do that will result, more often than not, in your players ignoring your hooks and your quests, just getting interested in the details you did not think of. While this makes for excell...