RimWorld

RimWorld

Before the Crash: Backstories
Ostrich-Hungry  [developer] 4 Apr @ 3:56pm
Suggestions
I'd like to know what can I improve. Some stories are short, others a bit long, I mean, not everyone can be a super-brilliant infantry commander because that would be incredibly boring. Just like I can't make everyone good or bad because that's not storytelling at all!

Do you think some stats would be better in a different way? Do you want me to revise any stories that feel cheap or out of place (whether due to lore or any other reason)? Just comment! If I have time, I want this to feel as much like a community mod as possible.

English is NOT my first language. And while I have some experience writing, I can't see it the same way a native speaker does. Again, don't hesitate to tell me if I could write something better.

Thank You!

EDIT: 06/04/25:

I'd like to hear your thoughts on whether you prefer longer stories (no longer than the prison guard one. I don't plan on writing anything longer than that. It already felt too long to me, but I got carried away while writing it. Anything one word longer than that would just look bad in the game) or shorter ones, more in the prevailing vanilla style. If you look through the mod files (or maybe you'll notice just by reading them in-game) many of the earlier stories are very short. Well-written, but short. Later on, I started getting more confident about writing longer ones because I felt they really added to the immersion. There are backstories with complex motivations or situations that just don’t feel right if written too briefly, but most of the last characters I wrote could have been done in less with no problem. In fact, that’s part of why I put them on the cover, so people wouldn’t be disappointed with what to expect from the mod. Most of the ones I did not shared in the screens, I take pride in saying I stuck faithfully to vanilla-style writing.

And that’s where I wonder what people would prefer. The main issue with writing a very long story is that it can make the pawn feel like a “hero” or something “unique,” when that might not be the intention. I think the best way to approach this isn't through a patch or a rework, but rather by reading their profession or “achievement” (for example, survivor) and keeping that in mind when the backstory starts to feel like a chore to read (Assuming you've read it many times, for example). The backstory is there to set the scene, but ultimately, what matters more is the experience someone might get out of that setting (I hope that makes sense).

EDIT: 08/04/25: Since I didn’t get any feedback, I started writing short ones again. It may sound crazy, but that’s actually more of a challenge most of the time. You have to be interesting with just a few words. Think of it that way.
Long stories are just too invasive. Like I mentioned in the main comments, the AGOT's Dog backstory will be my new character limit (around 800–900, and set the standard to even less).

EDIT: 12/04/25: I've decided to change many of the disabled work tags so pawns are now simply very bad at those tasks, rather than completely incapable. I'd appreciate any feedback on this, since I know a lot of people dislike having pawns with entirely disabled work types.
From now on, disabled work tags will be much rarer.

EDIT: 17/04/25: I'm thinking of a new system. Backstories will have a rarity value, and it will be possible to get pawns with skill bonuses above +8, going all the way up to +10.
They'll be very rare to appear, but that's precisely what will reflect their status.

Common: +0 to +2 in skills
Uncommon: +2 to +4
Rare: +4 to +6
Epic: +6 to +8
Legendary: +8 to +10

I know this change might not be to everyone’s liking, but it helps me a lot with balancing and allows me to expand my backstory design skills in a clearer, more realistic, and deeper way.
Remember that some vanilla backstories already grant +10 in certain skills (Assassin has +10 in ranged and melee if I recall correctly).
If this is really annoying for someone, I could to a regular backstory mod keeping it with skills under vanilla, or with no "rarity" system.
Last edited by Ostrich-Hungry; 17 Apr @ 5:40pm
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Showing 1-12 of 12 comments
Hello! Three things I wanted to bring to your attention.

1. I noticed your childhood vbackstories don't have body types. All backstoryDefs require either bodyTypeMale and bodyTypeFemale or bodyTypeGlobal.
pawns under 19 usually don't have an adult backstory so they spawn without a body throwing 100 errors if the body type tag is missing.

2. lists like RequiredWorkTags should be in the style below. They still work how you have them set up, but can cause issues for other mods that are looking for worktags in the below format.
<requiredWorkTags> <li>Violent</li> <li>Social</li> </requiredWorkTags>

3. For traits you can do something like <VTE_Vengeful MayRequire="vanillaexpanded.vanillatraitsexpanded"/> This makes it so you don't actually need Vanilla traits expanded and the trait will only be generated if the mod is active. This way you can remove the dependency on it and your mod won't require other mods.

I took a quick look at the backstories and I like them so far! Can't wait to encounter them in game.
Last edited by Halicade; 4 Apr @ 7:04pm
Ostrich-Hungry  [developer] 4 Apr @ 8:29pm 
Originally posted by Halicade:
Hello! Three things I wanted to bring to your attention.

1. I noticed your childhood vbackstories don't have body types. All backstoryDefs require either bodyTypeMale and bodyTypeFemale or bodyTypeGlobal.
pawns under 19 usually don't have an adult backstory so they spawn without a body throwing 100 errors if the body type tag is missing.

2. lists like RequiredWorkTags should be in the style below. They still work how you have them set up, but can cause issues for other mods that are looking for worktags in the below format.
<requiredWorkTags> <li>Violent</li> <li>Social</li> </requiredWorkTags>

3. For traits you can do something like <VTE_Vengeful MayRequire="vanillaexpanded.vanillatraitsexpanded"/> This makes it so you don't actually need Vanilla traits expanded and the trait will only be generated if the mod is active. This way you can remove the dependency on it and your mod won't require other mods.

I took a quick look at the backstories and I like them so far! Can't wait to encounter them in game.

thank you for this information! I'll get to work on that right now.

You wouldn’t happen to have any idea how to link a Childhood backstory with an Adulthood one, would you? I kinda filter "conflicting" backstories with job requirements, but I would like to have a more direct control linking Childhood with Adulthood ones.
Not possible unfortunately unless you want to get into custom code. Probably not as easy as it sounds to either.
Ostrich-Hungry  [developer] 5 Apr @ 4:52am 
Originally posted by Halicade:
Not possible unfortunately unless you want to get into custom code. Probably not as easy as it sounds to either.
mmm suspected that much. Sometimes it's hard to reach the same level of immersion by being so ambiguous, something that having a fixed "childhood" solves.
no problem tho, just another writing challenge
Last edited by Ostrich-Hungry; 5 Apr @ 4:53am
perl 27 Apr @ 2:02pm 
Would it be possible to add possessions to some of the backstories? Like Glitterworld armory clerk could start with a piece of armor, Battalian foundling a battle rifle, etc. I think it could add some more flavor
Ostrich-Hungry  [developer] 27 Apr @ 3:11pm 
Originally posted by perl:
Would it be possible to add possessions to some of the backstories? Like Glitterworld armory clerk could start with a piece of armor, Battalian foundling a battle rifle, etc. I think it could add some more flavor

Yes! In fact, it's one of the features I'm really looking forward to. I did some experiments, and it didn't work as expected, but I will try again.
perl 12 May @ 6:55am 
Originally posted by Ostrich-Hungry:
Originally posted by perl:
Would it be possible to add possessions to some of the backstories? Like Glitterworld armory clerk could start with a piece of armor, Battalian foundling a battle rifle, etc. I think it could add some more flavor

Yes! In fact, it's one of the features I'm really looking forward to. I did some experiments, and it didn't work as expected, but I will try again.

Is something like this possible?

<possessions>
<li>
<key>SniperRifle</key>
<value>1</value>
</li>
</possessions>
Last edited by perl; 12 May @ 7:00am
Ostrich-Hungry  [developer] 12 May @ 4:04pm 
Originally posted by perl:
Originally posted by Ostrich-Hungry:

Yes! In fact, it's one of the features I'm really looking forward to. I did some experiments, and it didn't work as expected, but I will try again.

Is something like this possible?

<possessions>
<li>
<key>SniperRifle</key>
<value>1</value>
</li>
</possessions>

Technically yes, it is recognized by the code. Buuut... mm, didn't tested it a lot.
perl 23 May @ 2:27pm 
Saw your note on the next update:
"I'm waiting to start my work with @Eragon (the creator of Rimworld Together) and see what we can archive. Hopefully we can make certain backstories be assigned only to a particular group of pawns."

I'm really excited for this. I think it opens up a lot of story-telling possibilities and would increase my immersion by a lot! Hopefully it's not too complicated to implement.
Ostrich-Hungry  [developer] 23 May @ 7:43pm 
Originally posted by perl:
Saw your note on the next update:
"I'm waiting to start my work with @Eragon (the creator of Rimworld Together) and see what we can archive. Hopefully we can make certain backstories be assigned only to a particular group of pawns."

I'm really excited for this. I think it opens up a lot of story-telling possibilities and would increase my immersion by a lot! Hopefully it's not too complicated to implement.

I know right? It would completely change everything! I'm really happy you too feel that way.
Head 1 Jun @ 8:31am 
For the "Fortress commandant" backstory, I feel like it would be better suited to replace the "Shooting" bonus with a "Construction" one. I had a colonist with that backstory but only had 0 construction skill, which felt strange to me since she keeps failing at building stuff.
Ostrich-Hungry  [developer] 1 Jun @ 8:33am 
Originally posted by Head:
For the "Fortress commandant" backstory, I feel like it would be better suited to replace the "Shooting" bonus with a "Construction" one. I had a colonist with that backstory but only had 0 construction skill, which felt strange to me since she keeps failing at building stuff.

good one, thanks. noted!
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