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Adventure begins! So how do the PCs know each other?
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<blockquote data-quote="Finley DaDum" data-source="post: 2908138" data-attributes="member: 30376"><p>I tend towards the let the players write their own background (which should include a reason for them to go adventuring) then I work with them on a specific reason they are wherever the campaign will start. I usually like to include a few connections between some of the players so that their is party cohesion but these connections could be as relatives, friends, acquaintances or even enemies. In one case with a married couple we actually had their two characters have a long rivalry as heads of rival adventuring troupes who now having moved on, have met and are instantly suspicious of eachother and refuse to let the other out of their sight. </p><p></p><p>Heres a few examples from campaigns I played or ran:</p><p>All the characters are travelling late in the fall through a mountain town. An early heavy winter storm hits, trapping the characters in the town for the next few months. Winter is very harsh, which brings humanoids down from the surrounding mountains to raid the town. The town lo on food will may not survive the winter without help.</p><p></p><p>The characters have been captured either for legitimate crimes, prisoners of war, or because their very existence is illegal. (Lawful Evil empire, run by humans, but the military is drawn mostly from goblinoids.) The characters come together in a mining camp where most prisoners end up being worked to death. They experience the tortures of the camp and interact with prisoner NPCs and Guards until they have a chance to escape, but will they take a route deeper into caverns just unearthed in the mine or try to escape to the surface.</p><p></p><p>The characters are sent by their master, teacher, mentor, or employer to buy a unique item that has just become available at a local curio shop. Upon arrival they notice the shop being robbed by a group of thugs, at least one escapes with the Macguffin and the search insues either the party decides to work together themselves or their respective mentors agree to cooperate.</p><p></p><p>The characters have come to a small town to investigate a mysterious natural or magical phenomenon when a unique little girl is kidnapped by evil humanoids. The heroes set of to rescue her only to find out that something greater is behind this and find themselves chasing her captors across half the continent before finding and rescuing the next goddess of magic. (You will be shocked to find out this was set in Fearun.)</p></blockquote><p></p>
[QUOTE="Finley DaDum, post: 2908138, member: 30376"] I tend towards the let the players write their own background (which should include a reason for them to go adventuring) then I work with them on a specific reason they are wherever the campaign will start. I usually like to include a few connections between some of the players so that their is party cohesion but these connections could be as relatives, friends, acquaintances or even enemies. In one case with a married couple we actually had their two characters have a long rivalry as heads of rival adventuring troupes who now having moved on, have met and are instantly suspicious of eachother and refuse to let the other out of their sight. Heres a few examples from campaigns I played or ran: All the characters are travelling late in the fall through a mountain town. An early heavy winter storm hits, trapping the characters in the town for the next few months. Winter is very harsh, which brings humanoids down from the surrounding mountains to raid the town. The town lo on food will may not survive the winter without help. The characters have been captured either for legitimate crimes, prisoners of war, or because their very existence is illegal. (Lawful Evil empire, run by humans, but the military is drawn mostly from goblinoids.) The characters come together in a mining camp where most prisoners end up being worked to death. They experience the tortures of the camp and interact with prisoner NPCs and Guards until they have a chance to escape, but will they take a route deeper into caverns just unearthed in the mine or try to escape to the surface. The characters are sent by their master, teacher, mentor, or employer to buy a unique item that has just become available at a local curio shop. Upon arrival they notice the shop being robbed by a group of thugs, at least one escapes with the Macguffin and the search insues either the party decides to work together themselves or their respective mentors agree to cooperate. The characters have come to a small town to investigate a mysterious natural or magical phenomenon when a unique little girl is kidnapped by evil humanoids. The heroes set of to rescue her only to find out that something greater is behind this and find themselves chasing her captors across half the continent before finding and rescuing the next goddess of magic. (You will be shocked to find out this was set in Fearun.) [/QUOTE]
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Adventure begins! So how do the PCs know each other?
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