I'd rather the background be
Childhood and
Nationality. And I'd like the background to acknowledge your class.
Childhood:
Orphan - Abandoned at a young age, you begged, stole and cheated your way to survival. You learned life's hardest lessons early, but it has made you strong and smart. (if Mage) - You learned from fellow Apostate's in dark alleys and strange sewers how to control your magic and, with it, your mind and soul. (if Rogue) - The streets and alleys gave you the finest teachers in the world in the art of hiding in the darkness, having sticky fingers and creating nasty traps for those who would pursue. (if warrior) - Street brawls and tussles with the town guards have made you adept at fighting with any weapon, able to take and deal punishment as you see fit.
Noble - Grown in the highest of society, you have rubbed elbows with the powerful and rich all of your life, learning etiquette and making connections. Your parents spared no expense in seeing to your education... including how to defend yourself. (if Mage) - The finest tutors outside the Circle taught you how to master the arcane elements and bend them to your will, making you a master of the ether. (if rogue) - After one too many times getting caught sticking your hands into the pockets of rich guests, you were given to the spymaster and found purpose, learning to pry secrets from the answers of others and opening chests to reveal treasure. (if Warrior) - Able to handle the common guards at a young age, you were sent to study with a master, who broke your will, but made you a living weapon, fighting with grace and strength.
Cloistered - You lived your life in the Chantry/Circle, following the edicts of the Maker and the words of priests. The libraries there had countless lessons to learn, but the outside world always held appeal to you and you knew you would not be destined to live behind its walls forever. (if Mage) - Shortly after passing your Harrowing, the Circles rebelled and thrust your world into chaos, putting to test the powers that were previously only lessons in a book. (If Rogue) - The Templars noticed your abilities to sneak up on them and put them to use, teaching you to act as a spy, reading coded notes of others in the Tower and planting fake goods that helped bust a large lyrium smuggling ring. (if Warrior) - The Templars saw in your a promising young recruit, who could master not just the heavy armor and sword and shield of their armor, but also skill with any weapon you were tasked with.
Nationality:Ferelden - Land of mud and mabaris, Ferelden was your home since you were born. Still recovering from the Blight, you grew up worse off than even your lowest counterparts from other countries. But this hasn't diminished your love of your country... or of dogs. (if Mage) - The horrors of the Circle during the Fifth Blight are still used as a cautionary tale, making your education of magic all too familiar with the lures of Abominations and the hefty cost of maleficarum. (if Rogue) - However, the economy is especially rough in Ferelden, where many nobles fleed the country, taking their wealth with them... and leading many with your particular "skill set" seeking greener pastures as well. (If Warrior) - But with the battles of Ferelden long since gone, someone of your talents is underutilizeded, causing you to head out at the first opportunity.
Antiva - The seaside nation, home to intrigue and violence, has been your home all your life. Danger and conspiracy are just as familiar to you as seafood and shanties, but it is the only life you have ever known. (if Mage) - Less well known of the Circles, Antiva's wealth is found to be a boon here, giving extra resources for teaching and experimentation, always leaving you to feel free to stretch your limits. (if Rogue) - In a nation as competitive for those in the more subtle arts, teachers are hard to find, friends even harder and rivals deadly - making you re-evaluate it as the best place to practice your craft, so to speak. (if Warrior - In a world of daggers and poisons, you are a refreshing breath of air, preferring direct conflict and open combat... a breath of air that may best be served elsewhere, away from the Crows' eyes.
Tevinter - A land divided by its own past, whether in the shadow of the Imperium or the boot of the Qunari in the past Exalted March, your homeland is as complex and conflicted as its citizens. What others see as hypocricy of a Chantry nation ruled by Magisters is a part of your mindset and experience and view other nations as demonizing your people. (if Mage) - With the most advanced Circle in Thedas, knowledge is still a tough commodity to buy, making you wonder if there are lessons that are better left learned on your own. (if Rogue) - Magisters hold more secrets than most and can prefer to using more convetional means to protect their valuables, rather than more arcane means other magisters could circumvent, and it has given you no small amount of experience because of it. (if Warrior) - Known for being a land of magic, people forget that while the Magisters ruled, the Imperium was conquered by her armies, which were fierce and disciplined, a reputation you are eager to remind the world of.
NOTE:
To clarify the Nationality, it is assumed that you leave your homeland and come to Orlais (if that is, indeed, where DA3 is going to be set... which seems highly hinted at, if not out-and-out confirmed). I tried to hint at this in many of the Nationality Backgrounds, but some I did not.
Many would wonder why I wouldn't do an Orlesian nationality, then? It seems to me that many NPCs will be slipping into French (or Orlesian, if you prefer) conversations which not all characters would/should be able to understand. Not to mention exploring a country is best when you have no previous knowledge there... otherwise you would be asking street vendors in Val Royeaux questions any native would know, or hearing rumors of locations any Orlesian would have likely visited.
Anyway, I liked Nationality, since it lent itself to allowing previous contacts from other nations to play a part in your characters backstory, while also having a valid reason why such NPCs would be gone/not seen in other parts. For instance, if some Antivan assassins had history with your Antivan hero, then this would be easy enough to show with an appearance somewhere (and not show up in any other playthrough), but if the interaction was with an Orlesian, they'd have to re-work that character to either not appear at a location, or to have relevance to everyone else.
Again... just some ideas.
Modifié par Fast Jimmy, 22 octobre 2012 - 10:02 .