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How the party gets formed.
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<blockquote data-quote="Lehrbuch" data-source="post: 7318147" data-attributes="member: 6811402"><p>As others have suggested, the best way to deal with this is before the players have made characters. You tell the players (or the players tell you) why the party is adventuring together. Then, the players generate characters that meet this criteria. If a player wants to make up a character that wouldn't be in the party, then they either have to make up a different character or explain/negotiate (out of character) their way into the party.</p><p></p><p>If the players have already made characters, don't despair, you can still do the same sort of thing.</p><ol> <li data-xf-list-type="ol">Give the players the general premise for the party (you are all captured, you are all employed by ..., you are all shipwrecked, whatever).</li> <li data-xf-list-type="ol">Get each player to explain how their character fits into the general premise. Give out Inspiration (or maybe XP) for good explanations. Tell the players you are going to give out Inspiration (or whatever) in advance so that they are motivated to come up with good explanations.</li> <li data-xf-list-type="ol">If the players come up with advantages to themselves in the explanation, then <em>let them</em>. For example, if the PCs are all captured, and one player says that he has managed to sneak a key (or a weapon, or has a useful contact, or whatever), then just run with that. Obviously, you will need to make some judgement, but if the player's ideal is plausible (even if unlikely), it is better to let them have their way.</li> </ol></blockquote><p></p>
[QUOTE="Lehrbuch, post: 7318147, member: 6811402"] As others have suggested, the best way to deal with this is before the players have made characters. You tell the players (or the players tell you) why the party is adventuring together. Then, the players generate characters that meet this criteria. If a player wants to make up a character that wouldn't be in the party, then they either have to make up a different character or explain/negotiate (out of character) their way into the party. If the players have already made characters, don't despair, you can still do the same sort of thing. [LIST=1] [*]Give the players the general premise for the party (you are all captured, you are all employed by ..., you are all shipwrecked, whatever). [*]Get each player to explain how their character fits into the general premise. Give out Inspiration (or maybe XP) for good explanations. Tell the players you are going to give out Inspiration (or whatever) in advance so that they are motivated to come up with good explanations. [*]If the players come up with advantages to themselves in the explanation, then [I]let them[/I]. For example, if the PCs are all captured, and one player says that he has managed to sneak a key (or a weapon, or has a useful contact, or whatever), then just run with that. Obviously, you will need to make some judgement, but if the player's ideal is plausible (even if unlikely), it is better to let them have their way. [/LIST] [/QUOTE]
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