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Goals for a party - why should they even go anywhere together?
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<blockquote data-quote="Shiroiken" data-source="post: 7059113" data-attributes="member: 6775477"><p>Before any campaign I provide a campaign handout, which works similar to a Session 0 (without everyone having to get together). I set forth the basic premise of the campaign, along with a story for the first adventure. All character creation rules are given, along with player expectations. This lets everyone know what they need before they start, and the reason for keeping the party together depends on the campaign.</p><p></p><p>My current campaign is the Greyhawk Classics, which would run through some of the best adventures written by Gary Gygax (T1-4, S-4, WG-4, G1-3, D1-3, Q1, for those that speak old school). The party started out as an adventuring company chartered by the Church of St Cuthbert to investigate strange goings on in the Village of Hommlet. The party was to start at level 3, with rolled ability scores, but allowed to default to standard if they didn't like the result. While I'm normally a huge fan of sandbox, we are playing on Roll20 VTT, so deviations are discouraged (but workable, especially with advanced notice). </p><p></p><p>The party succeeded in their first adventure, which garnered them great fame and one of them a title (including a fort). The party decided they worked well together (and had been through a lot), and everyone kinda crashed with the the titled PC. I expected as much, and set up the next adventure series from there.</p><p></p><p>My next campaign is going to work a bit different. Everyone will have 3+ characters, and I'm going to have a short session 0 for each adventure. The players will then decide which character they want to use once they know the setup for each adventure, but have to play out the entire adventure with the same character (or choose to fail the adventure). The group will be together because they are performing this specific adventure, not because they like each other.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 7059113, member: 6775477"] Before any campaign I provide a campaign handout, which works similar to a Session 0 (without everyone having to get together). I set forth the basic premise of the campaign, along with a story for the first adventure. All character creation rules are given, along with player expectations. This lets everyone know what they need before they start, and the reason for keeping the party together depends on the campaign. My current campaign is the Greyhawk Classics, which would run through some of the best adventures written by Gary Gygax (T1-4, S-4, WG-4, G1-3, D1-3, Q1, for those that speak old school). The party started out as an adventuring company chartered by the Church of St Cuthbert to investigate strange goings on in the Village of Hommlet. The party was to start at level 3, with rolled ability scores, but allowed to default to standard if they didn't like the result. While I'm normally a huge fan of sandbox, we are playing on Roll20 VTT, so deviations are discouraged (but workable, especially with advanced notice). The party succeeded in their first adventure, which garnered them great fame and one of them a title (including a fort). The party decided they worked well together (and had been through a lot), and everyone kinda crashed with the the titled PC. I expected as much, and set up the next adventure series from there. My next campaign is going to work a bit different. Everyone will have 3+ characters, and I'm going to have a short session 0 for each adventure. The players will then decide which character they want to use once they know the setup for each adventure, but have to play out the entire adventure with the same character (or choose to fail the adventure). The group will be together because they are performing this specific adventure, not because they like each other. [/QUOTE]
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Goals for a party - why should they even go anywhere together?
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