My current campaign has a character whose parents still live in the town where the adventure is largely based. A lot of effort is spent convincing other townsfolk not to tell his mother what he’s been up to. It’s fantastic.
Player 1’s father is obviously the Warlord.
Player 2’s father is also the Warlord. He killed the father in the same way Darth Vader killed Anakin Skywalker.
Player 3’s mother sold their soul for the Warlord to fall in love with her.
Player 4’s Father is the Warlord and Player 3’s Mother. Except after they got together they settled down for a happily ever after.
I love the “happy backstory” characters and love GMing for them. Having an auntie the next village over is just wonderfully quaint. A couple of siblings whose mess has to be cleaned up. Cousins that have to be bailed out of trouble. That is just the low stakes. Turn up the heat a little and put some conflicting interests in the mix and you have a recipe for character drama.
And then there are all the larger and societal issues that become personal. Those affected by the situation are those that matter for the pc. While out killing goblins the bank took the farm. Auntie with an anarcho-syndicalist streak is accused of witchcraft.
Or mr edgy edgelord number fifteen who cares about nothing and none. My taste is clear - homebaked apple pie and an afternoon in the hammock.
Those are the best characters though. They learn and change so much.