How do you like to start a campaign

Why don't a party of adventuring NPCs recruit a few PCs to fill their gaps?
I've had that happen now and then, when a PC or two leave a party and yet want to keep adventuring: an NPC party of some sort might scoop them up as recruits. The PC(s) get updated later via some quickie dice-rolling if-when a player should want to bring one back in to a party being played; and yes, said updating isn't always guaranteed to be good for the PC.
The way you're describing it seems to import a type of PC/NPC asymmetry.
About the only place where I'm willing to strain credulity to and perhaps beyond its breaking point (if I have to) is when it comes to getting a PC into a party; this also extends to forming the party in the first place.
 

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In our Fabula Ultima prologue today, I rolled on the Seekers table and got:

Late at night in a warm tavern, you are all discussing your next move — but someone approaches you with reports of a terrible event!

Admittedly, not exactly the most exciting in concept, but it was enough to get us going.
 

Yeah, the whole "people get talked into playing something they don't want to play" thing can't happen at my table because I don't run games like D&D. At times there is a discussion about who has what skills but it never results in players pressuring other players to play characters with specific skill sets. I think that's one of the real advantages of using systems that don't have D&D style restrictions on PC capabilities. As the artificial niche protection of classes isn't present, players don't feel pressure to fulfill specific niches.
 

The main issue I have with collaborative character creation is that inevitably someone gets stuck or talked into playing something not their first or even second choice because nobody else wants to play it and it's (actually or perceived as) a vital party role that needs filling.

This issue you have is based on what?


With character creation done in isolation, each player gets (to at least start with*) just what they want; and if theres holes in the lineup, that's what adventuring NPCs are for.

Some games, as has already been pointed out, don’t have “holes in the lineup” because they don’t require role specialization.

Still doesn't answer the question of what happens when three players all show up each wanting to play the Stormblessed Heavy, as that's what best suits each one's character concept.

They talk it out like friends. Or at the very least, like adults.

What if someone shows up at your game and doesn’t want to play an aspiring adventurer sent to map out a supposedly safe but actually not dungeon?

I guess I should admit to an assumption here, which you can then tell me is out to lunch or not: that we are talking about the sort of game where players generally have character concepts in their minds coming in* (e.g. I want to play a bad-ass tough guy with some deep secrets in his past, with said deep secrets maybe or mabe not becoming relevant to play depending how things unfold) and then seek to, within the game system, create something that at least vaguely matches the concept.

Each of the playbooks in Stonetop has several background options to choose from. So the badass with the mysterious past is one such background. And that history absolutely will come up in play.

It’s not so much that the players have preconceived ideas about their characters (something that in my experience is far more common for D&D), it’s that each playbook has several themes to choose from, and players are encouraged to pick the one they think seems exciting.

I’ve been in two campaigns of Stonetop. One as a player and one as GM. There were two playbooks in common between the two games, and the background options for those two playbooks was also the same. And still, the characters were different…

I also have to assume Stonetop is a very low-lethality or even non-lethal game. The "there can only be one" idea means if a PC dies its player (or someone else) can't come right back with the same concept, which would be a nuisance to players who want to explore a concept but can't because their PC dies off in session 2.

Not really. It may not have as much churn as old-school D&D… but it’s also meant to be much more about the characters than old-school D&D. What I’ve found is that a lot of the danger is to the people of Stonetop… the town that the characters live in. NPCs are much more fragile than PCs and are often at risk.

Also, it’s not meant to be a game that is played for many years like your campaigns.

I'm not much for the modern "session 0" idea, mostly because a lot of what people seem to want decided in a modern session 0 is stuff I-as-DM want decided and locked-in weeks or even months ahead of time.

Right. Some people don’t want to play through stuff decided ahead of time by one participant.
 

Yeah, the whole "people get talked into playing something they don't want to play" thing can't happen at my table because I don't run games like D&D. At times there is a discussion about who has what skills but it never results in players pressuring other players to play characters with specific skill sets. I think that's one of the real advantages of using systems that don't have D&D style restrictions on PC capabilities. As the artificial niche protection of classes isn't present, players don't feel pressure to fulfill specific niches.
So, "people getting talked into playing something they don't want to play" is a table thing, not a game thing. It can absolutely happen even in a totally classless system, and it absolutely doesn't have to happen in D&D--at least, not in the versions of I've been GMing the past seven years.

Also, classes aren't the only way niche protection can manifest. Different issue, of course.

All that said, there's nothing about working together to make the PCs, or to make the setting, that necessitates it. These days, I like to get the players to fill in some blank spaces in the setting before we start playing in it.
 

Also, it’s not meant to be a game that is played for many years like your campaigns.

I'm at 60 sessions now and probably wrapping somewhere between 65 and 70, which bi-weekly would likely be nearly 3 years! But not a "12 years with the same characters" thing.

(we're talking about taking a break to play something else for a bit and then starting again a generation in the future, since there's so much left to improve in the village and so much more of the north to see)
 

Similar to an epic, somewhat. I've learned I like to start in the middle of the story. Minimize sharing of party makeup details. As someone said above: "with a BANG!" -- usually a shared harrowing event and a stranding in hostile territory. Maybe they all are on a slave galley that was attacked by something powerful, its on 🔥 and swarming with undead and there is a very obvious path to salvation. I've learned that I really dislike the concept of adventurer as a profession.. its goofy to me, so I start adventures in a way that doesn't require that concept
 

So, "people getting talked into playing something they don't want to play" is a table thing, not a game thing. It can absolutely happen even in a totally classless system, and it absolutely doesn't have to happen in D&D--at least, not in the versions of I've been GMing the past seven years.

Also, classes aren't the only way niche protection can manifest. Different issue, of course.

All that said, there's nothing about working together to make the PCs, or to make the setting, that necessitates it. These days, I like to get the players to fill in some blank spaces in the setting before we start playing in it.
Yeah, it can happen in a lot of different ways, like we were playing Pirates of Drinax, and another player, the captain, tried to make my character go investigate the engine room of a ship, where I only had a pistol. I was like no, I know something is down there, I am not going alone. There could have been more to it, I don't know.
 

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