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Official material to help character motivation/party cohesion
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<blockquote data-quote="el-remmen" data-source="post: 8703096" data-attributes="member: 11"><p>Have you considered asking the players to come up with the reason(s) collectively or individually (depending on how you're starting) within the parameters you set for the beginning of the campaign?</p><p></p><p>For example, in my "Out of the Frying Pan" campaign, I asked players to come up with characters with these two criteria:</p><p>1. A reason to not want to go fight in this big war that is raging that lots of people are being conscripted for.</p><p>2. A reason to visit/live in X city in one of the warring nations.</p><p></p><p>I then took their meeting and the circumstances and why they were thrown together from there, helped by player desire to play along and <em>want</em> a reason to work together (even if in a meta-way).</p><p></p><p>In my "Second Son of a Second Son" campaign, the premise was all the PCs are the scions of low-birth rank nobles seeking to build the wealth and glory of their houses (and thus their position in it) by joining forces with other young adventurers doing the same. Some of them really believed in this mission, some were pressured by family politics, and others wanted to exploit it somehow.</p><p></p><p>In my current 5E "Ghosts of Saltmarsh+" game, I went even simpler and told the players that their characters meet and get to know each other on a long ship's journey into exile from another part of the world they will never return to. So the game started with them not only knowing each other, but being the only people they even kinda know in this new part of the world they've all arrived at for their own reasons. </p><p></p><p>Hope that helps.</p><p></p><p>I think any "official" and most published material is going to err towards the generic side because everyone's game and meta-motivations are different, so coming up with some details as a group is best.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 8703096, member: 11"] Have you considered asking the players to come up with the reason(s) collectively or individually (depending on how you're starting) within the parameters you set for the beginning of the campaign? For example, in my "Out of the Frying Pan" campaign, I asked players to come up with characters with these two criteria: 1. A reason to not want to go fight in this big war that is raging that lots of people are being conscripted for. 2. A reason to visit/live in X city in one of the warring nations. I then took their meeting and the circumstances and why they were thrown together from there, helped by player desire to play along and [I]want[/I] a reason to work together (even if in a meta-way). In my "Second Son of a Second Son" campaign, the premise was all the PCs are the scions of low-birth rank nobles seeking to build the wealth and glory of their houses (and thus their position in it) by joining forces with other young adventurers doing the same. Some of them really believed in this mission, some were pressured by family politics, and others wanted to exploit it somehow. In my current 5E "Ghosts of Saltmarsh+" game, I went even simpler and told the players that their characters meet and get to know each other on a long ship's journey into exile from another part of the world they will never return to. So the game started with them not only knowing each other, but being the only people they even kinda know in this new part of the world they've all arrived at for their own reasons. Hope that helps. I think any "official" and most published material is going to err towards the generic side because everyone's game and meta-motivations are different, so coming up with some details as a group is best. [/QUOTE]
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