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<blockquote data-quote="Wolfpack48" data-source="post: 9287309" data-attributes="member: 6872648"><p>It's interesting to see a couple of different approaches, one the in media res a part of the first adventure, which throws parties together and gives them some reason to team up, and the other the thoughtful backstory/system showing how characters know each other. The second seems to require more of a Session 0 that is either coming together and playing that through or metagaming the group's relationship almost as part of character creation.</p><p></p><p>I've found in my experience that a lot of players like to focus on their own character and not give a lot of attention to the others. Sometimes they don't even want to create their own backstory, although I encourage this. I think I gravitate toward letting each character have their own silo'd experience (though perfectly fine to have a relationship if they want one), and then make the first part of the initial adventure about "how they met" which is why I like that in media res approach. It gives them freedom to be their own idealized self, and the adventure is the emerging story for them as a disparate group. I brainstormed some other situations that might work - I don't know if these are good or bad:</p><ul> <li data-xf-list-type="ul">A mysterious benefactor has contacted each PC and asked them to meet at his bedside as he is soon to pass away. He/she wants to deliver a final message (and task).</li> <li data-xf-list-type="ul">A forgotten mystical sign appears in the sky on the horizon and each PC remembers they have seen that symbol in their family heirlooms. Each PC can be in far flung locations and do not know each other (yet).</li> <li data-xf-list-type="ul">A family heirloom emits a mysterious glow in each of the PC's locations, and when touched gives a vision of each of the other characters working together to avert some epic tragedy. The PCs do not know each other (yet).</li> <li data-xf-list-type="ul">Mysterious objects, when touched, transport the PCs together and immediately place them in danger.</li> <li data-xf-list-type="ul">The party are the only survivors of an attack/disaster/crash and stumble out to meet each other having been left for dead.</li> <li data-xf-list-type="ul">The group are misfits/criminals within their society and are sent on a mission as punishment.</li> <li data-xf-list-type="ul">(Similar to the caravan), PCs are all on a ship traveling between cities when it comes under attack or disaster</li> <li data-xf-list-type="ul">PCs are returning to their home having been traveling abroad for some time to find it burning and in ruins, perhaps with some raiders still remaining. Searching the ruins finds the clues for the attack.</li> <li data-xf-list-type="ul">At a party/event the PCs are all attending, each of the PCs is handed a parchment with a message to meet at a location at a certain time, where they are ambushed.</li> </ul></blockquote><p></p>
[QUOTE="Wolfpack48, post: 9287309, member: 6872648"] It's interesting to see a couple of different approaches, one the in media res a part of the first adventure, which throws parties together and gives them some reason to team up, and the other the thoughtful backstory/system showing how characters know each other. The second seems to require more of a Session 0 that is either coming together and playing that through or metagaming the group's relationship almost as part of character creation. I've found in my experience that a lot of players like to focus on their own character and not give a lot of attention to the others. Sometimes they don't even want to create their own backstory, although I encourage this. I think I gravitate toward letting each character have their own silo'd experience (though perfectly fine to have a relationship if they want one), and then make the first part of the initial adventure about "how they met" which is why I like that in media res approach. It gives them freedom to be their own idealized self, and the adventure is the emerging story for them as a disparate group. I brainstormed some other situations that might work - I don't know if these are good or bad: [LIST] [*]A mysterious benefactor has contacted each PC and asked them to meet at his bedside as he is soon to pass away. He/she wants to deliver a final message (and task). [*]A forgotten mystical sign appears in the sky on the horizon and each PC remembers they have seen that symbol in their family heirlooms. Each PC can be in far flung locations and do not know each other (yet). [*]A family heirloom emits a mysterious glow in each of the PC's locations, and when touched gives a vision of each of the other characters working together to avert some epic tragedy. The PCs do not know each other (yet). [*]Mysterious objects, when touched, transport the PCs together and immediately place them in danger. [*]The party are the only survivors of an attack/disaster/crash and stumble out to meet each other having been left for dead. [*]The group are misfits/criminals within their society and are sent on a mission as punishment. [*](Similar to the caravan), PCs are all on a ship traveling between cities when it comes under attack or disaster [*]PCs are returning to their home having been traveling abroad for some time to find it burning and in ruins, perhaps with some raiders still remaining. Searching the ruins finds the clues for the attack. [*]At a party/event the PCs are all attending, each of the PCs is handed a parchment with a message to meet at a location at a certain time, where they are ambushed. [/LIST] [/QUOTE]
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