Herpes Cineplex said:Just out of curiosity, how'd you manage to pull that off? You make it sound like it wasn't any big deal, but most of the worst group-cohesion failures I've seen (thankfully, nearly all of them are far, far behind me) were because the GM assumed that it wouldn't be difficult for the PCs to find reasons to stay together, while the players of said PCs clearly felt very differently. And even when it does work, it seems there's at least one person grumbling that they're only doing it because the game will fall apart if they don't, because otherwise "my character would never do this."...
Actually, it helps to have a group of mature players (the mean age of my group is 32, and I'm 43. Our youngest player is the 10 year old son of one of the group, and he's quite refreshing to have around, because he comes up with some really interesting ideas at times).
But to answer your question, in the campaign in question, I had a copy of all the character sheets, and their backgrounds and made a point to throw hooks in that would interest one or another of them in particular from time to time, while still creating a need for thier new-found "friends."
I tend to run fairly loose campaigns, in that I will detail the first adventure for the sake of getting everyone together, and then have an overall outline for what is going on in the world and the players get rumors and clues about many different things and they decide as a group which direction to head in.
I have had instances where someone decides the character they created isn't suitable for the way the campaign is being run. We usually find a plausible reason for them to stop off along the way and work a new, replacement character into the group.