ASH'S GUIDE TO RPG CHARACTER
PERSONALITY & BACKGROUND

By J. Ash Bowie

In my experience, what makes role playing games so fun is the role playing! Yes, high pitched battles are a blast, but can get stale when that's the meat of the experience. Developing and running a character that, over time, really comes to life makes gaming rewarding because eventually you get to know and care about this creation that is, ultimately, an extension of yourself. And so, this guide was developed for gamers like me that enjoy playing complex characters with a unique personality and background.

Chances are, outlining everything in this guide in detail would be time-consuming and unwieldy. At the beginning of a new game, few players want to spend a lot of time creating a personality and backstory profile—they want to start gaming! The good news is that this guide was designed to be modular. It is possible to start off with only a few items and build on them as you go. Here are the suggested minimum items that would make for a solid personality and background profile:

It is very possible to start off with a minimal profile like this and see how the character develops. It could be that certain questions start coming up that you want an answer for—like style of humor or religious background—but that you don't need to get started playing. However you use this guide, either piecemeal or developing everything all at once, I hope that you find it useful for enriching your gaming experience.

PART I: PERSONALITY TRAITS

Although there are a number of tables below and a lot of options, in the end the output is not all that overwhelming. Naturally, you can choose to detail only those traits that you find useful and interesting. With all of them assigned, the final result would look something like this:

Primary Motivator Recognition Sense of Humor Cynical
Emotional Disposition Contemptuous Sexuality
Moodiness Labile Sexual Orientation Hetero
CORE TRAITS Libido Lascivious
Outlook Pessimistic Sexual Expressiveness Flirtatious
Integrity Unscrupulous Sexual Expressive Style Seductive
Impulsiveness Controlled Openness to sexual experience Narrow
Boldness Intrepid Promiscuousness High
Flexibility Stubborn Religion & Spirituality
Affinity Cold Adherence Agnostic
Comportment Discordant Tolerance Intolerant
Interactivity Reserved Expression of beliefs Occasional
Disclosure Secretive Converting others Never
Conformity Conventional Attitude Irreverent
 
Topics of Conversation Himself; current events; politics
Quirks, Habits, & Oddities Eavesdropping, pacing, constant grooming
Hobbies & Enjoyments Gardening, woodworking

One glance at this paints an immediate picture of what this person is like in a way that informs how he acts. What makes this process interesting is when there are items that don't quite go together. In the above example, this character's cynical, contemptuous, and unkind demeanor is somewhat at odds with his also being conventional and enjoying gardening. By coming up with an explanation for such small discordancies, you instantly tap into a richness that is fun and challenging to play. This is where background development becomes relevant, which we'll explore in Part II of this guide.

Check out several examples on the personality profiles samples page.

Primary Motivators

In the broadest sense, the Primary Motivator is the underlying goal in your character's life, forms the basic theme of his worldview, and is what drives him to action. While one motivator is completely sufficient, multiple motivators can make for interesting patterns (although some motivators clearly cannot coincide, such as Chaos and Order). The Primary Motivator should influence all your choices in Core Traits.

PRIMARY MOTIVATORS
1-5% Achievement To overcome obstacles and succeed; to become the best
6-10% Acquisition To obtain possessions/wealth
11-15% Balance/Peace To bring all things into harmony and equilibrium
16-20% Beneficence To protect the helpless, heal the sick, feed the hungry, etc.
21-25% Chaos To disrupt, rebel, and to cause confusion and discord
26-30% Creation To build or make new, such as art, culture, invention, design,etc.
31-35% Destruction To annihilate, exterminate, unmake, and bring to ruin
36-40% Discovery/Adventure To explore, uncover mysteries, and pioneer
41-45% Education To provide information, teach, enlighten, or train
46-50% Enslavement To force others into servitude
51-55% Hedonism To enjoy all things sensuous
56-60% Liberation To free the self and/or others from perceived captivity or enslavement
61-65% Nobility/Honor To exalt ideals such as generosity, honesty, bravery, and courtliness
66-70% Order To arrange, organize, and reduce chaos
71-75% Play To have fun, to enjoy life
76-80% Power To control and lead others
81-85% Recognition To gain approval, social status, or fame
86-90% Service To follow a person, government, order, religion, etc.
91-95% Torment To inflict pain and suffering, on others and/or the self
91-100 Understanding To seek knowledge or wisdom (spiritual, scientific, magical,etc)

Core Traits

The traits in the tables below outline the elements that make up a character's core personality. They help define how a character sees the world and how he moves within it. While all such traits in reality have a wide spectrum of expression, for the sake of gaming simplicity, they have been divided into black and white categories. Even so, this should not stop you from finding the shades of grey during gameplay.

For players who don't need much personality detail, picking out a Primary Motivator and the key emotional disposition should be enough to give any character a distinct flavor.

EMOTIONAL DISPOSITION—The general emotional set of the character; the default mood
1-10% Joyful 51-60 Angry
11-20 Anxious 61-70 Contemptuous
21-30 Melancholy 71-80 Excited
31-40 Curious 81-90 Apathetic
41-50 Calm 91-100 Ashamed
MOODINESSEmotional stability
1-33% labile; 34-66 even-tempered; 67-100 phlegmatic

OUTLOOKGeneral worldview
optimistic pessimistic
idealistic, confident, trusting, hopeful, upbeat cynical, bleak, distrustful, foreboding, resigned
INTEGRITYBasic values regarding work and social interactions
conscientious unscrupulous
industrious, honest, responsible, meticulous, pragmatic lazy, deceitful, unreliable, manipulative, slipshod, impractical
IMPULSIVENESSDistractibility and steadiness
controlled spontaneous
deliberate, focused, steady, thoughtful capricious, flighty, hyperactive, rash
BOLDNESSWillingness to enter into battle or to face danger
intrepid cautious
daring, reckless, chivalrous timid, paranoid, vigilant
FLEXIBILITYHandling new situations, tough choices, and disagreement
flexible stubborn
nonchalant, tolerant, forgiving, open-minded, adaptable rigid, tense, relentless, intractable, narrow-minded
AFFINITYBaseline emotional attitude towards other people (can be felt but not necessarily expressed)
warm cold
altruistic, nurturing, empathic, supportive self absorbed, needy, greedy, stingy, uncaring
COMPORTMENTGeneral style of social interaction
agreeable discordant
courteous, cultured, modest, charming, humorous gruff, critical, arrogant, crude, defensive, impatient, no-nonsense, sanctimonious
INTERACTIVITYDegree to which your character interacts with others
engaging reserved
talkative, listener, entertaining, touchy shy, loner, taciturn
DISCLOSUREDegree to which your character reveals personal information
candid secretive
open book, unreserved, frank closed, mysterious, evasive, cryptic
CONFORMITYBasic relationship with cultural norms
conventional heterodox
orthodox, formal, down-to-earth, mainstream, traditional rebellious, arty, shocking, freethinking, exotic

Secondary Traits

These are aspects of a character that might be relevant and fun to play, but aren't necessary to determine most motivations for action. These offer a player more options for motivations and behavior.

SENSE OF HUMOR
1-10% Crude 51-60 Pranks
11-20 Dry 61-70 Mean-spirited
21-30 Slapstick 71-80 Gleeful
31-40 Jokey 81-90 Surreal
41-50 Cynical 91-100 None

Sexuality

ORIENTATIONDetermines to which gender your character is sexually attracted. For extra spiciness, you can also choose to add various races that are included.
1-50% heterosexual; 51-85 bisexual; 86-100 homosexual
LIBIDOThe strength of your character's sex drive
0-25% anemic; 25-75 healthy; 76-100 lascivious
SEXUAL DEMEANORHow your character tends to act when, um, inspired. It can also be useful to take experience and Charisma into consideration.
Expressiveness: 0-33% Modest; 34-66 Flirtatious; 67-100 Brazen
Style: 0-33% Crude; 34-66 Seductive; 67-100 Romantic
Openness to experience: 0-33% Narrow; 34-66 Moderate; 67-100 Adventurous
Promiscuousness: 0-33% Low/Monogamous; 34-66 Medium/Polyamorous; 67-100 High/Noncommittal
Tastes: 1-10% Bondage; 11-20 Cross-dressing; 21-30 Role-playing; 31-40 Spanking; 41-50 Massaging; 51-60 Masochism; 61-70 Exhibitionism; 71-80 Orgies; 81-90 Voyeurism; 91-100 Think of your own

Religion & Spirituality

ADHERENCEStrength of belief or association with a belief system
1-25% atheist; 26-50 agnostic; 51-75 casual adherent; 86-100 orthodox adherent
TOLERANCEWillingness to accept differences of belief in others
0-33% inclusive; 34-66 tolerant; 67-100 intolerant
RELIGIOUS DEMEANORHow your character tends to acts in regards to religious beliefs
Expression of beliefs: 0-33% none; 34-66 occasional; 67-100 constant
Converting others: 0-33% never; 34-66 casual; 67-100 aggressive
Attitude: 0-20% irreverent; 21-40 fearful; 41-60 judgmental; 61-80 humble; 81-100 ecstatic
RELIGIOUS ASSOCIATION
1-20 Church Generally an established, hierarchical organization
21-40 Cult A large or small group usually attached to a single charismatic leader
41-60 Fellowship Small group(s) that lack formal organization and a charismatic leader
61-80 Solitary When a character either has unique beliefs or chooses not to religiously affiliate with others
81-100 Indigenous Religious traditions within a cultural group, such as a family or village
RELIGIOUS ROLES(Also useful for background information in Part II)
1-7% Abbot/Abbess Leader of a monastery or convent.
8-13% Cult Leader Usually a charismatic head of a small group of highly devoted followers.
14-20% Disciple Dedicated follower of a religious teacher or leader.
21-26% Guru Spiritual teacher.
27-33% Hermit One who follows a solitary and isolated spiritual path.
34-40% Inquisitor An official tasked with finding people who have broken religious rules.
41-46% Jihadist A religious warrior.
47-53% Missionary Dedicated to converting others, usually in distant geographic areas.
54-59% Monk/Nun Belongs to a monastery or convent.
60-66% Patriarch/Matriarch Leader of an organized religion, such as a pope.
67-73% Pilgrim One traveling to a holy site or landmark.
74-79% Priest/Priestess Someone authorized to administer sacraments as an ordained member of a church.
80-86% Prophet One inspired to utter revelations or predictions, often in service to a specific deity.
87-93% Sacred Courtesan Has sex, often with strangers, in service to a religion and for a symbolic price.
94-100% Shaman A medium between the material and spirit world who practices healing and divination.

Habits and Hobbies

QUIRKS, HABITS, & ODDITIES
1-2% Humming 51-52% Constant eating
3-4 Dancing 53-54 Pacing
5-6 Sleepwalking 55-56 Blade sharpening
7-8 Facial tics 57-58 Counting
9-10 Exhibitionism 59-60 Hair pulling
11-12 Fingernail biting 61-62 Snoring
13-14 Eavesdropping 63-64 Walking backwards
15-16 Daydreaming 65-66 Teeth sucking
17-18 Talking in sleep 67-68 Excessively touching others
19-20 Stuttering 69-70 Substance use (non-addicted)
21-22 Compulsive lying 71-72 Hair pulling
23-24 Whistling 73-74 Animal hater
25-26 Name dropping 75-76 Insomnia
27-28 Self-inflict pain/injury 77-78 Beard/hair stroking
29-30 Mumbling 79-80 Nose picking
31-32 Constant grooming 81-82 Needless apologizing
33-34 Foot tapping 83-84 Exaggeration
35-36 Lip biting/licking 85-86 Superstitious (omens, luck, etc.)
37-38 Coin flipping 87-88 Belching
39-40 Chewing (e.g. sticks, small bones) 89-90 Sleeping in odd places
41-42 Knuckle cracking 91-92 Repeating others
43-44 Collects odd things 93-94 Smelling things
45-46 Singing 95-96 Teeth picking
47-48 Snacking (nuts, seeds, etc.) 97-98 Stealing
49-50 Reciting poetry 99-100 Tree climbing

HOBBIES & ENJOYMENTS
1-2% Acrobatics 51-52% Glassmaking
3-4 Acting 53-54 Animal racing
5-6 Astrology 55-56 Horse riding
7-8 Music appreciation 57-58 Hunting
9-10 Theatre 59-60 Invention
11-12 Gaming (e.g. chess) 61-62 Jewelry making
13-14 Boating/Sailing 63-64 Jousting
15-16 Brewing 65-66 Juggling
17-18 Calligraphy 67-68 Metalwork
19-20 Cards 69-70 Painting
21-22 Carving 71-72 Philosophizing
23-24 Combat competition 73-74 Reading
25-26 Cooking 75-76 Research
27-28 Dancing 77-78 Riddles
29-30 Dicing 79-80 Sewing
31-32 Animal fighting 81-82 Sports (Wrestling, racing, etc)
33-34 Eating 83-84 Storytelling
35-36 Drinking 85-86 Swimming
37-38 Embroidery 87-88 Art appreciation
39-40 Falconry 89-90 Weaving
41-42 Fishing 91-92 Woodworking
43-44 Fortune-telling 93-94 Writing
45-46 Singing 95-96 Playing an instrument
47-48 Gambling 97-98 Pipe smoking
49-50 Gardening 99-100 Bird watching

Favorite Topics of Conversation

What does your character like to talk about? It can be helpful to list out three or four topics that your character defaults to in casual social situations. The basic rule of thumb is that people like to talk about what they are good at and things they find interesting. So, look at your character's skills, hobbies, training, and background to see what he might be into. It's a good idea to come up with specifics, but some general topic areas to consider include:

Mental & Emotional Disorders

These are common (modern) human mental/emotional disorders. It seems unlikely that most players would want their character to have a debilitating problem, although it could certainly make for interesting play. This option might be better suited to NPCs, giving the GM something other than flat characters to play. This list can also be used as ideas for hideous curses or divine punishment. This list is by no means complete and gives only cursory descriptions.

MENTAL & EMOTIONAL DISORDERS
1-4% Addiction
(This is just a brief list. Anything can become an addiction as long as there is a destructive need to engage in it.)
1-10% Alcohol
11-20% Food
21-30% Gambling
31-40% Money
41-50% Mood-altering substances
51-60% Power
61-70% Risk-taking
71-80% Sex
81-90% Battle
91-100 Work
5-8% Amnesia Severe memory loss; can be loss before a certain point (retrograde) or after (anterograde).
9-12% Anxiety Restlessness; being on edge; easily fatigued; difficulty concentrating or mind going blank; irritability; sleep disturbance
13-16% Bipolar Disorder Erratic swings from periods of mania to severe depression.
17-20% Borderline Personality Disorder Recurrent suicidal behavior, gestures, or threats, or self-mutilating behavior; emotional instability; transient, stress-related paranoid delusions.
21-24% Dementia Impaired memory, intellect, abstract thinking, and judgment; usually accompanied by a severe personality change.
25-28% Dependent Personality Disorder Goes to excessive lengths to obtain nurturance and support from others; needs reassurance from others and for them to assume responsibility for most major areas of life; difficulty expressing disagreement; unrealistically preoccupied with fears of being left to take care of him or herself.
29-32% Depersonalization Disorder Feelings of unreality, that your body does not belong to you, or that you are constantly in a dreamlike state.
33-36% Depression Impaired physical functions (e.g., sleep, appetite); loss of interest and pleasure; low energy & motivation; possibly accompanied by severe pessimism, hopelessness, guilt, and suicidal thoughts/intent.
37-40% Fugue Abrupt travel away from home, an inability to remember important aspects of one's life, and the partial or complete adoption of a new identity.
41-44% Histrionic Personality Disorder Must be center of attention; sexually seductive or provocative behavior; shows self-dramatization, theatricality, and exaggerated expression of emotion; suggestible, i.e., easily influenced by others or circumstances; considers relationships to be more intimate than they actually are.
45-48% Hypochondria Preoccupation with fears of having a serious disease or physical problem based on little or no real evidence.
49-52% Kleptomania An overpowering compulsion to steal.
53-56% Mania Inflated self-esteem or grandiosity; decreased need for sleep; talkative; racing thoughts; distractibility; increase in goal-directed activity; excessive involvement in pleasurable activities that have a high potential for painful consequences.
57-60% Masochism Powerful need to be humiliated, beaten, bound, or made to suffer in some way.
61-64% Multiple Personalities Existence of more than one distinct identity or personality within the same individual. The identities will "take control" of the person at different times, with important information about the other identities out of conscious awareness.
65-68% Narcissism Grandiose sense of self-importance; preoccupied with fantasies of unlimited success, power, brilliance, beauty, or ideal love; believes that he or she is "special" and unique and can only be understood by, or should associate with, other special or high-status people; requires excessive admiration; has a sense of entitlement; takes advantage of others; lacks empathy; arrogant, haughty behavior.
69-72% Nymphomania Powerful compulsion to engage in sexual behavior with others (does not include forcefulness, i.e. likelihood of rape).
73-76% Obsessive-Compulsive Disorder Existence of both regular compulsions (overwhelming need to engage in a ritualized behavior) and obsessions (persistent, often irrational, and seemingly uncontrollable thoughts).
77-80% Panic attacks Pounding heart; sweating; shaking; shortness of breath and choking; feeling dizzy or faint; feelings of unreality or being detached from oneself; fear of losing control or going crazy; fear of dying.
81-84% Paranoia Suspects, without basis, that others are exploiting, harming, or deceiving him; preoccupied with unjustified doubts about the loyalty or trustworthiness of friends; reads hidden threatening meanings into benign remarks or events; persistently bears grudges, i.e., is unforgiving of insults, injuries, or slights.
85-88% Phobia
Extreme anxiety and fear associated with an object or situation. (This is only a tiny list of phobias. Anything can be a phobia, such as cats, crowds, the sun, travel, storms, fog, loud noises, elves, or string.)
1-10% Darkness
11-20% Insects
21-30% Enclosed spaces
31-40% Fire
41-50% Heights
51-60% Magic
61-70% Monsters (general or specific)
71-80% Open spaces
81-90% Water
91-100 Weapons (general or specific)
89-92% Pyromania Obsession with fire, or an overpowering compulsion to set fires.
93-96% Sadism Powerful need to cause the humiliation or physical suffering of others.
97-100% Schizophrenia Delusions (unreal beliefs, e.g. savior complex or assigning unusual significance or meaning to normal events); hallucinations (unreal sensations, usually auditory, i.e. "voices"); disorganized speech; grossly disorganized or catatonic behavior; paranoia.

PART II: BACKGROUND

There are of course no hard and fast rules about background development. Much can depend on the world the GM presents and any limitations imposed. However, to help you get started, this section presents a detailed list of background elements that can really flesh out your character. Of course you aren't required to address every issue here, and it's certainly possible to build on your narrative over time, filling in details as you go.

As a general rule, try to be dramatic but not over the top. You want your character to have conflict, mystery, and passion, but not so much that he or she becomes impossible to play. It is more interesting to have weaknesses, barriers to overcome, and difficult goals to fulfill than to have abundance, power, or effortless strength. If you already have your personality traits worked out from Part I, use the background to develop why your character is the way he or she is; what drives him. What is important to him. If you don't have Part I done yet, you can start with your background and then develop personality traits that fit the narrative.

Brief Background

Perhaps you just want a few verses, not the whole book. Okay, here is a suggested list of items that should be enough to give your character a good brushstroke background.

Birthplace

Family

Professions & Crafts

Before we go on, here is a handy list of possible professions and crafts, which can be applied to your character, various NPCs, and people from your character's past. A way to differentiate them is to think of a craft as something a character can do or make whereas a profession is how one earns a living. As an example, one person can know the craft of brewing ale, whereas another has the training to engage in the profession of being a Brewer. This list can come in handy when filling out the personal and family sections below.

Most player characters are adventurers of one sort or another by profession. Giving up a home life to go around trudging through ancient dungeons and fighting dangerous creatures is a full time job (and takes a certain kind of unusual personality). So, as a rule of thumb, many characters will have learned something of a craft or profession well before they hit the adventuring trail. At the same time, some professions can make for interesting adventuring motivations. Is your character a scrivener or natural philosopher, adventuring to get material to write a book or publish an essay? Is he a spy under the guise of a hapless sorcerer? How about a storyteller who makes a living going from town to town? There are many possibilities, and this list is far from complete. In such a case, there's a lot to consider:

Also, don't forget the list of religious roles in the table above.

PROFESSIONS & CRAFTS
Actor Jeweler
ApothecaryChemist, druggist, pharmacistJoinerCabinet or furniture maker
Arbiter Judge
Architect Lady in WaitingNoble woman who waits upon higher nobility
Archivist Landlord
Armorer Leather worker
Assassin LimnerPaints signs and heraldic devices
Astrologer Locksmith
BailiffServes writs and makes arrestsLumberjack
Baker Maidservant
Banker Manservant
Barber MarblerWorker in marble or stone
Barkeep Mariner
BarristerLawyerMasonBuilder in stone
Beekeeper Mendicant
BellifounderBell makerMercerDealer in textile fabrics
Blacksmith Merchant
BonderOne who keeps slavesMessenger
Bookbinder MetalworkerSilver, gold, bronze, iron, etc.
Bookkeeper MidshipmanOfficer in training
Bookseller Midwife
BowyerBow makerMiller
BreederDogs, cats, horses, donkeys, etc.Miner
Brewer Minstrel
BrewingMaker of ales, beers, or meadsMoneylender
Butcher Musician
Butler Navigator
Calligrapher PageNoble child in service to another noble
Candlemaker Painter
Carpenter Papermaker
CartographerMap or chart makerParchment maker
Cartwright PerformerJuggler, tumbler, acrobat, fire-eater, etc.
Clerk Perfumer
Clockmaker PhilosopherLaw, ethics, or the natural sciences
Coachman Physicist
CobblerShoe makerPlaywright
Coiner Poet
Composer Politician
ConfectionerMaker of candiesPotterMakes pottery
Cook ProstituteCan be noble, religious, or criminal
CooperBarrel makerPuppeteer
CoperA horse dealerQuarrierOne who cuts stone from natural deposits
Coppersmith QuartermasterMilitary provisioner
Costumer RancherHorses, cattle, or other livestock
Courier Recruiter
CryptographerWrites and breaks codesScribe
Dairyman ScrivenerWriter, author
Dancer ScullionOne who cleans in the kitchen
Dentist Sculptor
DraperDeals in cloth, clothing and dry goodsSeamstress
Dressmaker Shepherd
DyerDyes cloth into various colorsShips Captain
Embroiderer ShipwrightOne who makes ships and boats
Emissary Slaver
EngineerDesigns public works, like bridgesSoap maker
Engraver SoldierRank and file or officer class
Executioner Songwriter
FalconerTrainer of hawks for gamingSoothsayerA fortune-teller
Farmer SpinnerOne who spins into wool
FerrierHorseshoe-makerSpy
First mate Stableman
Fisherman StewardServant that oversees the running of a household
FishmongerA dealer in cheap and imitation goodsStoryteller
Fletcher Tailor
Florist TannerTans animal skins to make leather
ForesterManages forestlandTaxidermist
FurrierDealer in furs; trapperTeacher
Gem cutter Teamster
Glassblower ThatcherOne who thatches roofs
GroomHorse keeperTinkerA maker in small devices for common use
Groundskeeper ToolmakerA smith who makes metal tools
HarrierTrainer of hunting houndsTorturer
HatterMaker and repairer of hatsToymaker
HawkerSells goods by yelling in the streetTracker
HeadmasterHead of a schoolTrader
HealerWith or without magicTrainer
Herald Trapper
HerbalistFor healing or hurtingTreasurer
Herder Undertaker
Historian VintnerWine maker
HoyerAnimal driverWainwrightMaker and repairer of wagons
IcemanKeeper of the ice houseWatchman
Importer Weaponsmith
Innkeeper Weaver
Interpreter Wheelwright
Jester Woodcarver

Significant past events

Anything, even something small, can change you in major ways and lead to interesting game play. You can always look at your personality traits and come up with reasons why you're that way (an example: your Primary Motivator is Liberation because you were sold into slavery until you managed to kill your owner in the night, swearing that you would forever help free anyone in bondage). The possibilities are endless.

Family-related events

Personal events

Notable individuals

Mysteries

Mysteries are great opportunities for role-playing and help keep your character interesting. They can provide the GM with ideas for sub-plots or even whole adventures, so be sure to let her know what you come up with. The ol' amnesia hook is discouraged unless you can come up with a really good story to support it. Some good mysteries could be:

Existing Conflicts

It is possible to have ongoing conflicts in your character's life. Such conflicts are often between individuals, but they can also be between groups and institutions (such as another village, church, guild, school, family, or the law). You can add other details, like if you are mainly out to get them, or they you, or if the antagonism is mutual. If you choose to have a pre-existing or ongoing conflict, create the circumstances surrounding it:

What triggered adventuring?

Even if you don't answer many other questions about your background, this is a good one to know. Again, look to your personality traits from Part I to get ideas for your triggers, especially the Primary Motivator. Also, any of the background items above can also be your adventuring trigger. But if you're still not sure, here are some ways to explore the essential question—how did you happen to take up a sword, lockpick, or spell book and go looking for trouble?

Think about it this way—if the very first place you get to on your adventure is a pub and someone asks "so, what brings you here?" an honest answer to this hypothetical question would be based on your trigger.

Initial possessions

Do you own anything other than what you are wearing and what's in your backpack? Do you have a family home, or own land? Also, don't just think about adventuring equipment—look at your hobbies, quirks, and craft skills above and think if you might have items related to those things.

Bound duties

Are there any outstanding obligations or oaths that you need to fulfill? Any unusual debts? Is anyone looking for you for deserting service or a contract, or for some other reason? Did you make a promise to your family or friends?

Quests

Like the adventure trigger, this is the other background area that should be known for a well-played character. If you have filled out a good portion of the other background areas, then it is likely your quests are already known—they can come from anything in the Events, Mysteries, or Conflicts sections, for example (your trigger can also be a quest). You should add more quests as you continue to adventure. Having short and long term quests is a good idea—developing both can allow you to accomplish things sooner rather than later while still retaining something that drives you.

When working on your quests, think in terms of clearly defined goals—e.g. to become rich is a motivation, not a quest, but to obtain Brad's Chest of Neverending Gold from the Cave of Certain Death is. Here are some basic ideas—remember, it works best if you can develop quests that collaborate with your personality traits:

Again, the possibilities are endless. It might be worthwhile to work with the DM on coming up with quests that fit within the game world.