Looking for justifications you all use to have your player characters group up- do you simply start a campaign with group already or do you play out a meeting? Campaigns I have been involved with have started:
Individuals meet for first time at funeral for mutual friend
Group wake up as prisoners
Childhood friends
Future ideas involve any kind of social gathering (e.g. a wedding someone wants to stop from happening)
House of Elrond style emmissary to meeting
Do you require your group to factor in a communal element as part of their character creation or do you let them go wild and fix after?
I will usually have my PCs have in-game relationships with one another ala Fiasco type relationships. Sometimes, they are tailored more for the campaign, depending on things.
In the future... I may make more guided reasons the party is together, for example, they are all newbie members of a guild/faction/military/etc.
I always tend to get that 1 player who wants their character to go off on their own adventure, so I try to get them to understand that that isn't gonna be possible and to make their character be someone who wants to stick with the group.
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DM: Adventures in Phandalin [Khessa], The Dread of Strahd[Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player] Player: Oona in MO's Icewind Dale Ru's Current Status
With all the prep my current group did, the one thing they DIDN'T do was come up with a reason to come together. I just gave them an open mission that they all came together for. Since then, i've been finding ways to prod them to get motivation other than "advanterang". So far, the only thing built by them is two of the characters are unknowing half-siblings, and being a druid and ranger they are feeling the bond between them. Otherwise, the players are slowly coming to me to work out a legit motivation for glomming together as individuals.
I like the add for mercenaries- if I inform my group that they reply to the add and have them generate part of their backstory that would motivate them to join sellswords that probably has lots of storytelling options
Have one of the PCs be given the "mission/job" and be responsible for hiring others to join on the adventure. They can RP the interviews of each of the other PCs as they join.
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"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing) You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
In one campaign I ran, the party had agreed to have already formed a mercenary type group before we started. It was simple, but it made my job SO much easier, because each PC knew from the start that they'd be sticking together, and nothing was shoehorned in. There were still intergroup friendships, rivalries, etc but everybody was constantly working together. It was one of the smoothest games I've run, to be honest.
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I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I've had this discussion a few times with my son (also a DM) and we did come up with one possible solution. As we use milestone advancement, the assumption can be made that the party members did some adventuring prior to reaching level 1 and it was, during this period, that they decided to team up. Precise details can then be elaborated upon as the campaign progresses.
I had one campaign where I didn't have an integrated party at all. All Characters had clear cut goals, and their own "adventure hook" which pulled them into the narrative - but none of them knew each other at all, and none of them started in the same location. Of course - purely coincidentally - all their goals happened to be connected into a single set of events, and by the end of the first session, all the Characters were in the same scene. I don't know if I'd do that much DM tap-dancing again, as involved shifting the spotlight back and forth in a 6-way Party split - but it was a fun experiment.
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Looking for justifications you all use to have your player characters group up- do you simply start a campaign with group already or do you play out a meeting? Campaigns I have been involved with have started:
Individuals meet for first time at funeral for mutual friend
Group wake up as prisoners
Childhood friends
Future ideas involve any kind of social gathering (e.g. a wedding someone wants to stop from happening)
House of Elrond style emmissary to meeting
Do you require your group to factor in a communal element as part of their character creation or do you let them go wild and fix after?
I will usually have my PCs have in-game relationships with one another ala Fiasco type relationships. Sometimes, they are tailored more for the campaign, depending on things.
In the future... I may make more guided reasons the party is together, for example, they are all newbie members of a guild/faction/military/etc.
I always tend to get that 1 player who wants their character to go off on their own adventure, so I try to get them to understand that that isn't gonna be possible and to make their character be someone who wants to stick with the group.
DM: Adventures in Phandalin [Khessa], The Dread of Strahd [Darya], Dragons of Stormwreck Isle [Rook], Baldur's Gate Mysteries [4-Player]
Player: Oona in MO's Icewind Dale
Ru's Current Status
With all the prep my current group did, the one thing they DIDN'T do was come up with a reason to come together. I just gave them an open mission that they all came together for. Since then, i've been finding ways to prod them to get motivation other than "advanterang". So far, the only thing built by them is two of the characters are unknowing half-siblings, and being a druid and ranger they are feeling the bond between them. Otherwise, the players are slowly coming to me to work out a legit motivation for glomming together as individuals.
#OpenDnD. #DnDBegone
one time, my players were all responding to an ad calling for mercs
I like the add for mercenaries- if I inform my group that they reply to the add and have them generate part of their backstory that would motivate them to join sellswords that probably has lots of storytelling options
Have one of the PCs be given the "mission/job" and be responsible for hiring others to join on the adventure. They can RP the interviews of each of the other PCs as they join.
"Orcs are savage raiders and pillagers with stooped postures, low foreheads, and piggish faces with prominent lower canines that resemble tusks." MM p245 (original printing)
You don't OWN your books on DDB: WotC can change them any time. What do you think will happen when OneD&D comes out?
In one campaign I ran, the party had agreed to have already formed a mercenary type group before we started. It was simple, but it made my job SO much easier, because each PC knew from the start that they'd be sticking together, and nothing was shoehorned in. There were still intergroup friendships, rivalries, etc but everybody was constantly working together. It was one of the smoothest games I've run, to be honest.
I know what you're thinking: "In that flurry of blows, did he use all his ki points, or save one?" Well, are ya feeling lucky, punk?
I've had this discussion a few times with my son (also a DM) and we did come up with one possible solution. As we use milestone advancement, the assumption can be made that the party members did some adventuring prior to reaching level 1 and it was, during this period, that they decided to team up. Precise details can then be elaborated upon as the campaign progresses.
I had one campaign where I didn't have an integrated party at all. All Characters had clear cut goals, and their own "adventure hook" which pulled them into the narrative - but none of them knew each other at all, and none of them started in the same location. Of course - purely coincidentally - all their goals happened to be connected into a single set of events, and by the end of the first session, all the Characters were in the same scene. I don't know if I'd do that much DM tap-dancing again, as involved shifting the spotlight back and forth in a 6-way Party split - but it was a fun experiment.
My DM Philosophy, as summed up by other people: https://drive.google.com/file/d/1rN5w4-azTq3Kbn0Yvk9nfqQhwQ1R5by1/view
Disclaimer: This signature is a badge of membership in the Forum Loudmouth Club. We are all friends. We are not attacking each other. We are engaging in spirited, friendly debate with one another. We may get snarky, but these are not attacks. Thank you for not reporting us.