The fighter class can basically be described as the
most common of the adventuring classes. Whether this relates to all
NPCs within your game world or taking into account your various PC
groups. Considering that almost all soldiers, city guardsmen, and
hired men-at-arms are of the fighter class. Therefore, even if not
one of your players have ever played a fighter, they would still be
the most numerous type of characters in any world. Many players have
simply decided to become a fighter and thus roll up his stats. Placing
the higher numbers in Strength, and Constitution. So other then writing
'fighter' on your character sheet, under 'class', lets discuss what
caused your PC to have sword in hand.
First, there is the need within the game's structure to have at least
one good fighter. For a party of thieves or mages would soon find
themselves dead shortly after leaving a city setting, without the
strengths and hit points of a 'protecting' fighter. Although this
position can be filled with that of a Paladin, Ranger, or Barbarian,
these tend to restrict the actions of a character. And even if they
can be fun to play, the very nature of these classes dictate much
of your role-playing choices.
Secondly, as most start the game in the lower levels, more often even
first level, these are the most survivable. With a good selection
of skills and feats the fighter class is fully capable of handling
himself at a very low level. This can not be said for the other two
primary classes, thieves and mages. Both of which must wait until
mid-level to shine. So a player who wants a lot of action early, without
worrying too much about being killed to soon, tend to gravitate towards
the fighter class.
Now looking outside the context of the game structure, how did he
get the training to wield that sword. I'm talking about the character's
history. Even to be a first level fighter one doesn't just pick up
a sword and start hacking away with it. If this was the case the world
would be overran by first level fighters. For even a sharp stick can
be used as a spear of sorts. And a spear is just one of many weapons
that make up the fighter's combat repertoire. That is why there is
a 0 (zero) level under the fighter class. But what takes him to that
all important next step...1st Level Fighter. So lets take a look at
some of the possible paths a young man might have taken to become
this all important fighter.
Military:
The most obvious, and thus the most common, would be a military tour
of duty. A call to the banner of the local authority figure. Be it
a baron, duke, or king. The endless hours of weapon training and drilling
over the course of weeks, months, and even years gives him the needed
knowledge to be a fighter. Even if he never actually saw a day of
combat or was unable to test his skill against an opponent he would
still come forth a first level fighter. With luck behind him, if he
did have such encounters with enemy forces and survived then it would
be reasonable for him to come into the game at second level. At least
first level with some experience points already under his belt. Therefore,
if a player tells you that a military background is where his PC learned
the use of his sword, I would consider that, as a DM, reason to give
such an advantage.
Father to son:
Then there's the father-son training. Perhaps his father was a military
veteran and wish to raise his son as a warrior. Most often this happens
in militant societies. You also have those that live on the frontier
and the training of ones offspring is necessary for their survival.
Practical experience occurs during the number of raids from the local
natives or enemy border patrols. In either case the saying goes, 'born
with a sword in hand'.
The first two previous backgrounds would be the most common source
of pumping out the needed fighters of any world. Even military or
father-trained fighters can use this type of history to enrich their
role-playing. Whether its having contact within the army or city guard,
or being burdened by or carrying on the legacy of one's 'old man'.
As for fighters, these two are the most common, world wide, what other
ones are possible? For, although to have such a background is not
something to be taken lightly, it can be boring character after character.
Training Centers/Warrior's Guild:
Many worlds have set up public training camps. Thereby young men without
apprenticeship in a worthwhile trade can find work as men-at-arms.
Guarding the caravans of overland trade routes, hiring themselves
out as bodyguards to the wealthy, or massing together as mercenaries.
For a nominal fee and finding one's own room and board any one can
learn the skills of swordsmanship. In many cases these are the testing
grounds for the various fighter oriented brotherhoods, like Mercenary
Companies, Guard Unions, and Adventurers Guilds. At times the cost
of such training is either reduced or nullified if the trainee officially
joins the sponsoring group.
Some of the benefits of having this background, are the camaraderie
of fellow brother-in-arms, a multitude of adventuring hooks, and something
to do during 'downtime'. 'Downtime', you know, while the mage is off
learning new spells from his mentor, the thief is making renewed contact
with his own guild, and the cleric is taking in his seminars.
Noble birthright:
A rare one, but still possible. It is after all a fantasy game. As
a member of a Noble House, training with weapons is but a part of
one's upbringing. The local or royal sword master fulfills your required
needs in this area of expertise. For even as with higher schooling
and studies of etiquette and chivalry, the use of the sword is a must.
The one concern with this background is the fact that the character
become a simple fighter.
There
are three common reason why such a son of noble birth would not have
gone onto better things. Like that of paladin, cavalier, or followed
his father, as his heir, a nobleman, or counselor. But instead, became
a common adventurer.
First, the loss of face or being disowned. The young man did, or was
thought to have done, some act or deed that lead to his stated downfall.
A good one for role-playing hooks.
Second, failure to complete or wish to complete the needed training
to advance further. Whether this is by either a lack of intelligence
or design. Although this could lead to the action of the previously
mentioned cause, it does not have to. Some society's rules of conduct
allow young nobles to chose their own paths. Perhaps the taking up
of great adventuring campaigns is a sign of bravery and heroics. Maybe
something the young noble's father did when he was younger, before
putting on the mantle of responsibility.
Lastly, it could be the young nobleman's position within the family.
As second or third born child he may have been given the same schooling
and training but was prevented from advancement. Thus to allow his
older sibling to be the family's shining star. Therefore, one of the
ways to still create a name for yourself would be to become a 'Hero'.
As you may have noticed this possible character history has been rooted
in the concept that the character is male. For although one may have
a society that gives equality to women, I see this as extremely rare
and hard to swallow in a medieval setting. Young noble women were
raised much differently then their male siblings. The lessons they
were taught dealt with maintaining a proper household for the nobleman
they would marry. Most, actually being kept under tight lock and key
to insure their virtuous demeanor. But as with anything there are
exceptions. She may be an only child and treated as a son by her father,
or she is of a warring clan where all must fight, as they are so few.
Shaped by Events:
This sort of history for a fighter character is based solely on the
imagination of the player and/or the DM. The creating of an event
or series of events that transforms the character into a fighter can
be as much fun as playing him. Of course, luck must play a significant
role in the life of the character. To take a common man and change
him into a surviving, self taught warrior requires talent in storytelling.
The cheapest, and shows the most lacking of such ability, is the concept
that the character simply picked up a sword and practiced daily for
months, or years, on his own. The story should capture the same awe
of that of a Jeremiah Johnson saga. Where a simple man became a legendary
mountainman by trial and error, through pain and suffering, and with
failure and little success. Until he came forth a true man of the
high hills. But, whereas Jeremiah was a mountainman, the character
arises a swordsman.
Many of these start with a village raid, the death of a loved one,
or being trapped or lost in hostile territory. But keep in mind that
a single battle won does not a warrior make. Most of those that I,
as a DM, have excepted or created myself took place over many years
in the character's life. For not only must he go from lowly carpenter,
cargo handler, or farmer to a fighting class warrior, he must also
wish to continue his actions as a swordsman. If not, then pray tell
why would the player be running him. Although with a little help from
the DM this 'farmer-turned-fighter-turned-farmer-again' could be led
into taking up his sword once more.
The Natural:
If a player was to say that his character just bought a sword, walked
out into the wilderness and killed himself a couple of orcs, I would
fall to the floor laughing. The idea of The Natural sounds intriguing,
but such hidden talent should come out during events not planned by
the character. As in the previous possible history idea, 'Shaped by
Events', the character finds his guiding light, not luck but an uncanny
sense of skill. This should still not allow the player to skip the
awe-inspiring story, just perhaps shorten it a bit. There are naturals
in sports (baseball, basketball), learning certain subjects (math,
science), and in the arts (painting, writing). But not one of these
individuals knew all there is to know about that field when they first
started. The true nature of The Natural is the ability to learn that
subject's workings very quickly and deduce on their own, how to improve
themselves over a shorter amount of time. So the idea of The Natural
is usable as a background for a PC, its just taking the place of luck
in the events that shaped the character.
Why a Fighter Background?:
I would imagine that over half of the games played are but simple
module-using sessions. These take but 3-5 meetings to complete and
then the group of players roll up new characters. These they then
run through a different module, under a different group member as
the DM. This can be a fun way to play the game. It gives each player
a chance to be the DM, the players can select and enjoy running different
classes within a shorter amount of time, and everybody gets to use
those modules they've spent money on. Under these conditions the creating
of the character's background would not be of much priority. Other
than the couple of minutes of fun in doing so, PC histories has little
affect on the playing.
Now if your going to be involved in a DM's major campaign or playing
the same character for years then creating a background is a must.
It is what defines the character. How he or she sees the world around
them. And in such long games it gives the DM a multitude of adventure
hooks to use, for and against the characters. A group of gamers can
slowly build on their collective histories to add great depth and
complexity to the story they are 'living'. It can also be a safety
shield for those smart enough to use it. Explaining why your character
would do something a certain way, if you can just twist the given
history right.
One good reason, not only to have a background, but one that is expansive
and, although complex, has elbow room to move about. So take your
time, and give yourself time, to create a very workable background
for your fighter. For as the fighter you may be looked on as nothing
more then the muscle of the group. But with the right history and
a player and DM who knows how to use it, it could make that fighter
so much more.