All video game RPGs owe a lot to , and my recent experiences playing reminded me of how tabletop campaigns focused on character goals and backstories can be truly great but, at other times, a unique kind of trainwreck. The series pays homage to Square Enix’s niche franchise, with its combination of multiple selectable protagonists and nonlinear gameplay options. is entirely focused on the stories of its individual heroes for the bulk of the game. campaigns can follow this format, but highlights the pitfalls of the approach.
The 5e rules include Backgrounds as part of character creation, each of which has tables to generate goals and character traits. These are an excellent starting point for new players, but veteran TTPRG hobbyists will likely prefer to create their own custom backstory and character aspirations and ideals.
Though surpassed the first game, with its expanded interactions between party members, for the most part, the game repeats the mistake of making each character’s story feel like a solo mission where their allies are just there to provide extra muscle. There are a few side missions that involve two characters, and party members can weigh in with commentary on another character’s story events, but each character’s quest is distinctly their own, not a shared goal. Making player character goals central to a campaign is an excellent tool for a Dungeon Master, but it can sometimes go awry.
A tabletop RPG like Dungeons & Dragons has some less exciting procedural elements, but there is no reason for those to halt momentum during sessions.
Experienced players may create complex and flawed characters with rich backstories, while newer players may lean into familiar tropes and archetypes. Regardless of the group’s level of experience, the DM’s skill will determine whether those backstories add to the game or ruin the campaign. As enjoyable as it is, as a JRPG video game, provides an example of an entirely incoherent tabletop campaign. If a DM asked
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