
IQuarent |

What questions have you heard or been asked that really got you thinking about your character? Not the basic ones that you answer out of obligation, no, I mean the ones you hear and then REALLY want to know the answer to.
These are subjective opinions, but mine are:
1. Why did your character become an adventurer?
Others:
Where did your character come from?
What do they HATE?
What do they casually enjoy doing most?
I personally like to leave family questions at least a little bit open ended to give the GM some toys to play with and also so I don't lead myself into the MY PARENTS ARE DDEEEEAAAADDDDDDD trap. It's a DC 20 trap, and my will save is terrible.
Questions about childhood make my eyes glaze over. I figure that out much, much later.
So, what are your favorite questions?

Icy Turbo |

What events in a characters life shaped them so heavily that they would be okay sleeping on a corpse so that no one can get to the loot until they get a chance first?
How has their interactions with authority before the events of the story dictate their current interactions with the captain of the guard on where to find illegal drugs?
What is the motivation and drive that leads a character forward to adventure and how does this apply to their habit of killing unconscious enemies consistently while people are fighting and dying around them?
These are questions that truly intrigue me.

Physically Unfeasible |

One of those ones that perhaps shouldn't be read over literally but:
Why would a [race] become a [class]? Race is definitely replacable by a nationality, or culture. But the general point is that there is presumably some social construction which led a character to develop their particular talents. Be it before, or after, they decided that risking their life was a good living.

Felyndiira |
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This is the first question that I always ask myself before building any of my characters:
What is the character's defining philosophy? What is the one viewpoint that encapsulates how the character views the broader world around him/her?
I don't really care too much about talents or backstory at first; I've found that those tend to write themselves once I get a clear sense of who the character truly is, and I feel that for me, there's nothing more defining about a character than his central world view.

Johnny_Devo |

One thing that I would like to point out, "My parents are dead!" is not such a terrible trap and can be used for good effect.
For example, one of my characters has a mother who has her own backstory that I created, only to make it so that she was dead in my character's background story (father still alive). The news of her death is what caused her emotional breakdown and awakening of her sorcerous abilities, and since the one who brought the news seemed to either not know the circumstances or not willing to share them, it gave her the motivation to become an adventurer.
In addition, it also becomes a plot hook that the DM can create. Maybe she died investigating the very same thing that she finds herself now involved in, and thus has a more personal motivation to see it through. Maybe she discovered a secret conspiracy in the city she worked for and was silenced.
Basically, as long as you tie it together right, I think it's fine to fall into that trap, just so long as you have feather fall prepared so you don't take the fall damage.

Rennaivx |

"What keeps your character from retiring on the fortune they've amassed at level 3"
That's usually been my biggest question - why in the hell would they keep doing this, especially when they've amassed in a couple of months what most wealthy elites take a lifetime to earn? Why a character would keep going in such a hazardous profession truly shapes the rest of who they are, whether it's for love, money, redemption, or the lolz.

Idle Champion |

Where's their line? What wouldn't this person do - what would they feel obliged to prevent?
I GM more than I play, and that means lots of villain-building. Knowing the boundaries of what they consider acceptable makes them behave more realistically, can make for interesting and even sympathetic moments when they realise that they can't do something they've set out to do, and can make for fabulous moments of villain upstaging when they encounter a villain that can do things they can't - for reasons of personality as much as power.

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With one's parents or guardians alive, what even pushed someone over the edge to the point of no return? If one's parents are dead, how did it happen, and how does it influence one's motives?
While I mainly play PFS, I try to have some sort of even that deems leaving one's hometown to find redemption, a better thrill, or better understanding of how or why they did something.
(Example) Arthus Pithammer - A dwarf born to a middle class family in Maheto seemed to have pretty much everything a dwarf could hope for when growing up. His family had both parents alive and well, with three brothers and a sister running the family trade store. Some guards in the town though had taken it upon themselves to ostracize the crippled in town. While Arthus generally paid no attention for the most part, as he thought most of those with disabilities should be shunned or ousted, something snapped one day when he saw these same guards tormenting his younger sister. Once he regained consciousness at one of the city's many temples, the stout dwarf was informed that he would either have to face trial or leave without a trace, for the murder of four guards with his bare hands.

RDM42 |
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I don't have questions so much as I quote mine- I search through quotes and look for things they would say or have on a wall poster on various topics, once I've collected enough of them, I've got a pretty solid conceptualization of the character. So I guess I find a bunch of answers and then come up with their questions.
Partial example ...
"NOW this is the law of the jungle, as old and as true as the sky,
And he that shall keep it may prosper, but he that shall break it must die. . ."
"Let us keep the dance of rain our fathers kept and tread our dreams beneath the jungle sky."
“If a man asks me for my loyalty...I will give him my honesty. If a man asks me for my honesty...I will give him my loyalty!”
“Tiger got to hunt, bird got to fly;
Two-legs got to sit and wonder 'why, why, why?'
Tiger got to sleep, bird got to land;
Two-legs got to tell himself that he understand.”
"Tooth, maw, bite, claw;
All are part of natures law.
"Axe, knife, spear, saw;
All are part of two legs law.
No less wild than hill of ants,
Merely what their thinking grants."
“The jungle will not tolerate frailty of body or mind. Show your weakness, and it will consume you without hesitation or compassion.”
“I will never compromise Truth for the sake of getting along with people who can only get along when we agree."
“Trust is earned, respect is given, and loyalty is demonstrated. Betrayal of any one of those is to lose all three.”
"You are not allowed to die while I yet owe you my life."
I speak my mind because it hurts to bite my tongue.
When we are incapable of recognizing the laws of necessity, we believe ourselves to be free.
Adapt or perish, now as ever, is Nature's inexorable imperative.
All argument will vanish before one touch of nature.

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As someone who runs and plays APs, I start with the players guide. I ask myself what kind of person would be driven by this type of campaign. What themes would be interesting to explore. It flows from there.
Traveller is the opposite I usually have no idea what my character will look like until I start rolling. Even then Traveller's lack of leveling allows you to really explore the character through play. Its a different experience and I love it which is why I'm not a one system for everything chap.

Rennaivx |

As someone who runs and plays APs, I start with the players guide. I ask myself what kind of person would be driven by this type of campaign. What themes would be interesting to explore. It flows from there.
That's frequently my process as well - I love the player guides for that. I love Paizo's background generator for when I'm having trouble bringing an idea together as well. Sometimes it gives me the last little detail or two I need to get a good concept rolling.

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Why did I become this class and how does this effect me?
Almost every oracle I've played has a large part of their backstory revolve around their curse.
Why am I adventuring?
I have (likely) over 100 gold most people not in big cities live on coppers a week. Why am I not living the high life why am I going out murderhoboing?
Lawful?
Remember that lawful people don't always have to be someone who follows the actual laws they can be people who follow their own code of honor. By deciding on this and writing up a set of laws for yourself it can spell out their entire philosophy on life and thus you can extrapolate their backstory from it

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When your character is not adventuring, what does she do?
Where does your character want to be in the future?
Those never helped me much. It's like asking me what would Bruce Wayne do if he actually got sane and quit being Batman. It's what the character is doing now and why that helps bring a spring board.
Most people make the assumption that you build a character from the start and take her to the present. I do it the other way around, which is why I start with portraits I find, decide I want to do a character around them and work backwards.

Sphynx |

As a GM, my goal is less about the reasons, and more about the how.
When I have people make characters, before they are allowed to tell me their class, their race, or anything, I begin by asking them how they would handle a situation as their character.
"You're trapped in a dark room, there are no visible lights anywhere, although you think you might be seeing a glow from above, as if there was a window several feet above your head that had been boarded shut. What do you do?"
"You're in a dark alley on your way home, when up ahead, you see the hulking silhouette of a rather large humanoid ahead of you, wielding what appears to be a giant hammer... what do you do?"
"You're trekking across the wilderness in an unknown part of the world, when you come across a gaping chasm in the ground. You need to get to the other side according to your maps, how do you circumvent the obstacle?"
These tell me more than a sheet does. And, it tells them what abilities would best be taken at character creation. And oddly, almost no 2 answers are the same.

iambobdole1 |

As a GM, my goal is less about the reasons, and more about the how.
When I have people make characters, before they are allowed to tell me their class, their race, or anything, I begin by asking them how they would handle a situation as their character.
"You're trapped in a dark room, there are no visible lights anywhere, although you think you might be seeing a glow from above, as if there was a window several feet above your head that had been boarded shut. What do you do?"
"You're in a dark alley on your way home, when up ahead, you see the hulking silhouette of a rather large humanoid ahead of you, wielding what appears to be a giant hammer... what do you do?"
"You're trekking across the wilderness in an unknown part of the world, when you come across a gaping chasm in the ground. You need to get to the other side according to your maps, how do you circumvent the obstacle?"
These tell me more than a sheet does. And, it tells them what abilities would best be taken at character creation. And oddly, almost no 2 answers are the same.
This is a really great approach! I'll have to remember this next time I'm working on characters with anyone.

137ben |
I find that if I answer a lot of 'easy' questions about a wide variety of subjects related to my character, then the answers can interact nontrivially. Then, I find I am much better positioned to answer the 'hard' questions about my character.
I generally start with Roleplayingtips' The Mother Of All Character Questionnaires and 101 questions you should be able to answer about your character. At that point, I usually get enough of an ideas as to who my character is.