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Strange men sleazing about in taverns distributing quests is no basis for a system of adventuring.
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<blockquote data-quote="Sunseeker" data-source="post: 7201212"><p>For my upcoming Ravenloft: the players were all hired by a mercenary company in need of a few extra hands. The players are allowed to decide if they know each other (but both players must agree to this and share at least 1 of their 5 items of "secret information" they're required to come up with for the game) or not. The game essentially starts out with the party having accepted the "intro quest". </p><p></p><p>Though I do not always have the party "already on the quest" I do keep the "PC's can know each other if both players consent." in all games. Why they're "in town" is usually just chalked up to luck and circumstance. Maybe someone is running from something. Maybe someone is seeking something. Maybe you're down down and out. Maybe you have family here. That's where the 5 items of "secret information" come into play. </p><p></p><p>The "Weirdo Quest Giver" is just a nice mechanic to keep the players from wandering right off the start, or from excluding a certain PC from the group (yeah I've seen it happen). It's a little trite but you gotta start <em>somewhere</em>.</p></blockquote><p></p>
[QUOTE="Sunseeker, post: 7201212"] For my upcoming Ravenloft: the players were all hired by a mercenary company in need of a few extra hands. The players are allowed to decide if they know each other (but both players must agree to this and share at least 1 of their 5 items of "secret information" they're required to come up with for the game) or not. The game essentially starts out with the party having accepted the "intro quest". Though I do not always have the party "already on the quest" I do keep the "PC's can know each other if both players consent." in all games. Why they're "in town" is usually just chalked up to luck and circumstance. Maybe someone is running from something. Maybe someone is seeking something. Maybe you're down down and out. Maybe you have family here. That's where the 5 items of "secret information" come into play. The "Weirdo Quest Giver" is just a nice mechanic to keep the players from wandering right off the start, or from excluding a certain PC from the group (yeah I've seen it happen). It's a little trite but you gotta start [I]somewhere[/I]. [/QUOTE]
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Strange men sleazing about in taverns distributing quests is no basis for a system of adventuring.
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