One of the concepts that has always bothered me in D&D is the concept of the adventurer. There are very few examples (outside of D&D novels) where characters motivation is "to be an adventurer". Typically a characters motivation is much more personal: revenge, patriotism, saving a loved one, a quest for remedy, a magical mcguffin that will save the town. Typically the rest of the part of also individuals who are also drawn to the same mission for personal reasons of their own.
As such, I don't really think that the D&D idea of an "Adventuring Party" really exists outside of RPGs where it's simply convenient for hand-waving peoples motivations away.
It's why I typically start my campaign by establishing the PCs in "their home" and start events unfolding that threaten their home. Maybe they are part of a secret organisation tasked with protecting the realm on a mission to uncover the latest threat to the king, maybe they are a blacksmith who lost his forge and his family when the goblins attacked. Maybe they're a cleric that had a dream that the tragedy was coming and the only thing that could prevent the destruction of the home was the Shiny Box of Power.
As such, I don't really think that the D&D idea of an "Adventuring Party" really exists outside of RPGs where it's simply convenient for hand-waving peoples motivations away.
It's why I typically start my campaign by establishing the PCs in "their home" and start events unfolding that threaten their home. Maybe they are part of a secret organisation tasked with protecting the realm on a mission to uncover the latest threat to the king, maybe they are a blacksmith who lost his forge and his family when the goblins attacked. Maybe they're a cleric that had a dream that the tragedy was coming and the only thing that could prevent the destruction of the home was the Shiny Box of Power.