Your Character Has Reasons, Not Excuses

Your Character Has Reasons, Not Excuses

When you make a D&D character, you need to make a character who actually wants to play D&D. I mean, any game really. You can't make a character who fundamentally doesn't want to participate in the premise of the game. Don't bring your knight to a cyberpunk game.

I don't mean that your character has to be excited about the adventure or even fit into it well. They can hate it even! They can be afraid of adventuring. They can be socially awkward, cowardly, paranoid, selfish, pacifistic, or just generally miserable about the situation they've found themselves in.

That's all good stuff. That's golden roleplay material.

What you can't do is make a character who has no reason to participate in the game and then use that character as an excuse not to participate in the game.

Make a character who wants to play the game they are part of.


Your Backstory Is For You

When you're making a D&D character, remember that your backstory is primarily for you.

It gives you a foundation for roleplaying the character you created. It tells you where they came from, what they care about, what they've experienced, and how they might react to situations you haven't thought about yet.

That doesn't mean your DM has to care about it.

Your DM might care. They might want to do the extra work of tying your character into their world or giving you opportunities to accomplish personal goals. Some DMs love that.

Some don't.

Your other players might not care either. And that's okay.

Most people just want to roll some dice, kill some things, and go on a cool adventure. If they see a reference to their backstory, they might point at it and go, "Haha, look! That's because of me!"

That's fine.

Your backstory isn't a contract that says the DM has to incorporate every detail you wrote into the campaign. It's not a demand that the other players become invested in your character's personal story.

If the DM and the other players want to be part of your character's story, great. Give them something to work with.

If they don't, that's fine too.

You still have your backstory. You can use it to guide how you play your character.


Don't Give Yourself an Ending

This is one of the biggest mistakes I see with character motivations. A good motivation isn't an "end goal." It's an ongoing one with milestones along the way.

"I need to rescue my captured family."

Okay.

You rescue your family.

Now what?

Do you quit adventuring and go home? Do you abandon your family again and continue traveling with these random people you've been adventuring with?

You can absolutely have "rescue my family" as a goal, but I don't think it should be the goal.

Instead, give your character a motivation that can keep going.

Maybe you want to become a powerful wizard so you can rescue your family. Now you have a reason to keep adventuring.

You want to defeat the BBEG because you'll become stronger and prove your strength while also getting revenge for what happened to your family.

You want to slay a dragon because that's an incredible feat for a powerful wizard.

You want to gain power. You want to build a tower. You want to gain influence. You want to explore.

All of those things give you reasons to keep playing the game.

Your character's motivation should create opportunities for adventure, not eventually tell you that the adventure is over.


You Made the Character

This is the part I really want to emphasize.

You. Made. The. Character.

You can't blame the character for refusing to do something because the character isn't real. You decided what they are like, what they believe, and what they want.

If your character is afraid of lava and the party is going to a volcano, you don't get to say, "Well, my character would never go into a volcano."

Great. They're afraid of lava. Now go into the volcano.

That's the game. Be terrified, complain about it, ask everyone why the hell we're going into a volcano, and have your character insist that this is a terrible idea every five minutes.

But go.

You've just created a ton of opportunities for roleplay.

The fictional character can resist. The player can't.


Conflict is fun!

You don't have to make a character who wants to play the game. The key point is that they will anyway.

You can have a risk-averse coward as a character in a game about heroism and bravery. You can have a character who hates adventuring, is terrified of danger, or thinks the entire quest is a terrible idea.

Your character can be a coward.

That's fine.

But their cowardice shouldn't mean they refuse to go on the adventure.

The motivation doesn't even have to overcome the cowardice. Your character can be absolutely terrified and still go because you were outvoted, because they're afraid of being left behind, because they have something they need to accomplish, or because they simply don't have another choice.

Now you have something to roleplay.

Your character is scared. They're going into the dungeon anyway.

That's a real character flaw that can enhance the game.

"My character is scared, so I'm not going into the dungeon" is just refusing to play the game you agreed to play.

Of course, fear was just an example. Your character can hate fighting. They can distrust the party. They can think the quest is stupid. They can be morally opposed to what the party is doing. They can desperately want to go home.

That's all conflict.

And conflict is fun!

Your character can be against the premise of the adventure as long as they actually do the adventure in the end. The conflict gives you something to roleplay. It gives your character something to struggle with, complain about, react to, and maybe eventually change with character growth.

The important part is that the conflict doesn't break the game.

Your character can have reasons to not want to do something. They just need to have a reason to do it anyway.


The "Pacifist" Problem

Here's another good example, and one that has actually happened at my table.

"My character is a pacifist, so they can't participate in combat."

Okay, but you're playing D&D.

Unless the game is specifically about avoiding violence, you're probably going to have fights.

There's nothing wrong with making a character who hates fighting. You can have them refuse to personally hurt someone. You can have them complain about what the party is doing. You can have them try to talk everyone down.

But you can't make your character fundamentally incompatible with the game you're playing.

There's an important difference between saying, "My character hates violence" and saying, "My character will never participate in violence under any circumstances."

The first gives you something to roleplay.

The second gives you a reason not to play.

And that's where the "pacifist" problem comes in.

Maybe your "pacifist" casts Hold Person on someone and says, "I've stopped them. Now we can talk."

Then the rest of the party kills them anyway.

Congratulations. You now have roleplay.

Your character might genuinely believe they didn't hurt anyone. They stopped the person so everyone could talk. But they also deliberately helped the party kill them.

That's a contradiction, and contradictions are great for character development!

Maybe some god of pacifism decides you're a fraud and gives you a punishment quest. Now you have to confront whether pacifism is actually the ideal you believe in.

Maybe your character eventually realizes that they're not actually a pacifist. Maybe they decide that helping their friends is more important than their principles. Maybe they double down and decide they really won't participate in violence anymore.

All of those are stories that result in playing the game.

The problem isn't that your character has a strong belief. The problem is making that belief so absolute that it prevents you from doing what the game requires you to do.

You can be against violence.

You can hate fighting.

You can be horrified by what your party does.

You can even struggle with whether you should be helping them.

Just make sure your character still has a reason to participate.

Because if your character's beliefs mean they can't actually participate in the game, that's not character conflict anymore.

That's just refusing to play.


Make a Character Who Wants to Play the Adventure

When you're creating your character, think about what happens after the backstory ends.

Don't make the character whose entire motivation ends after one quest.

Don't make the character who refuses to leave home.

Don't make the character who refuses to fight in a game about fighting.

Don't make the character who refuses to adventure in an adventure.

Give them reasons to be there.

They can be reluctant. They can be scared. They can complain. They can make terrible decisions. They can be completely wrong about what they're doing.

That's all great.

Just don't make the character responsible for deciding whether you get to play the game.

Your character has reasons.

They don't have excuses.

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