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Goals for a party - why should they even go anywhere together?
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<blockquote data-quote="Kalshane" data-source="post: 7058797" data-attributes="member: 9505"><p>While I don't require all the characters to already know each other, I do ask the players to work together so each character has something in common with at least two other characters: that can be anything from a shared background, to a shared interest or goal or even a hobby.</p><p></p><p>One thing that's nice about the Pathfinder APs is they have either campaign traits that the PCs have to take that tie them to the start of the adventure (and also give some minor perks) or set things up to bring the disparate characters together, or both.</p><p></p><p>Ultimately though, it's a matter of talking to your players and making sure they buy-in to the fact that it's a team game and are also willing to make a character that has some sort of stake in the adventure/campaign you are planning. Nothing is more frustrating then spending half of every session trying to convince the "I'm a loner" or "I'm only in it for myself" character to go on the adventure. </p><p></p><p>There's no problem with saying as a DM "I don't want characters like that at my table." Especially since that's a pretty selfish thing for a player to do. Knowing it's a team game and therefor the other characters are required to bring their stick-in-the-mud/backstabber along even if their characters would likely decide that person wasn't worth the bother and go recruit someone that actually aligns with their party goals.</p></blockquote><p></p>
[QUOTE="Kalshane, post: 7058797, member: 9505"] While I don't require all the characters to already know each other, I do ask the players to work together so each character has something in common with at least two other characters: that can be anything from a shared background, to a shared interest or goal or even a hobby. One thing that's nice about the Pathfinder APs is they have either campaign traits that the PCs have to take that tie them to the start of the adventure (and also give some minor perks) or set things up to bring the disparate characters together, or both. Ultimately though, it's a matter of talking to your players and making sure they buy-in to the fact that it's a team game and are also willing to make a character that has some sort of stake in the adventure/campaign you are planning. Nothing is more frustrating then spending half of every session trying to convince the "I'm a loner" or "I'm only in it for myself" character to go on the adventure. There's no problem with saying as a DM "I don't want characters like that at my table." Especially since that's a pretty selfish thing for a player to do. Knowing it's a team game and therefor the other characters are required to bring their stick-in-the-mud/backstabber along even if their characters would likely decide that person wasn't worth the bother and go recruit someone that actually aligns with their party goals. [/QUOTE]
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Goals for a party - why should they even go anywhere together?
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