A beginning is a critical time...

Greetings…

Starting off a party is always difficult. Especially when you have jaded players who are familiar with the old stand-by “You are all in a tavern one day…” or “You see ‘help wanted’ notices pinned up to…”

I do love that idea of having the players match their background to campaign. I’m glad to see that you have such players that you can force them into making dove-tailing backgrounds.

My biggest problem has always been where players agree to work together, and might even go so far as to make character backgrounds to reflect this, but when it comes to game-play, they start bickering and fighting. I’ve always given my players the option, if they want to start at a higher level (3rd or 5th), that they have to choose to be an already working-together team of friends and comrades. If they prove that they can’t work together, then I just drop them all down to 1st level, and we start the game from scratch.

I’ve rarely done the ‘you’re in a tavern when…’ scenario. I think the only time I’ve done it to start off a campaign was a d20 Wheel of Time game, where I was running the pre-made campaign (with some modifications from myself). Even then, I had the characters’ backgrounds work so that they had a reason for being there, then threw trollocs at the party to take the bait.
  • One character was looking for an blackmarket blacksmith, and was told that they could be contacted at the tavern.
  • Another character was to meet a blackmarket fence to sell some things that she had stolen.
  • The third character was just looking for a place to quietly have a drink, and was overwhelmed by the hustle and bustle of the ‘big city’.
But then, I had a really good group of players for that game and wanted to work together. Nothing irks me more than a player who wants to play the social-outcast, the difficult character, the outsider. If you want to be a loner, then go play EQ/WoW or something and be in a world full of loners.

SunRaven, buy their loyalty? What a very trusting merchant you have there. Personally, I would have gone a little darker, if the players allowed for such a thing. But since the players have escaped from the merchant… I’d try to situate it so that he blackmails the characters into doing things for him, since he can easily turn them over to the authorities.

Ulrick, ahh… you’re doing the whole ‘Party Flashback’-thing eh? I find that it works best when you throw something out for them to contend with, such as mention a ‘witchlord’. The challenge comes by getting the party into situations that fit with their current future. I find that sort of thing works best when you run a campaign with players who aren’t going to go out of their way to make things difficult for you. Too often I’ve seen players go out of their way to mess things up. Yet, those seem to be the most fun to DM. – My suggestion is to run it a full session where certain things are all wrapped up and resolved… such as aspects of the character’s backgrounds… ”You’ve now been traveling for three weeks in the desert of despair, hunting down the person who killed Olrich’s brother. As you know, he was in league with the witchlord, but managed to escape when you defeated the lich. You’ve tracked him to a canyon known as dead-reach, and as you approach you can see a dragon off in the distance flying towards you. There doesn’t seem to be any suitable coverage for at least 500 yards in any direction.”

This makes the situation more personal for the characters, so that they can’t help but get involved. As well, it becomes more rewarding to know that they are attempting to accomplish something that resolves an aspect of their character’s long-term goals.

In the game where I did this, I ran the first session, detailing how they were wrapping up a campaign where they were about to take on the BBEG, and detailed what magickal items they had. Even mentioning how one of them had lost an eye. (I had everything planned out… what magickal items I was going to give them – they were all tailor made for the characters – I tend to do that a lot. I had an encounter ready to go where the dwarven fighter was going to have his eye plucked out in a non-combat situation. But I was lucky enough that I was able to remove it in a combat instead.)

When I first introduced the villain, the players decided that they would just cut to the quick, and kill him outright. Well, it was the thief that decided this, and the rest of the party went along. Thankfully, I had planned for this as well. They had managed to kill a clone/doppelganger instead. Which, of course, achieved the desired effect; it gained the attentions of the BBEG.

Flashbacks are easy enough for writers, because they know what’s going to happen. Not so easy for DMs. – And that BBEG/PK thing sounds interesting. I know as a player, I’d go for it.
 

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Kalshane said:
My issue is I'm not sure how well my players would take to playing characters not their own or starting the game off with a TPK.

That's awesome. I love it. Game starts, kill the party. I think it gives them a proper respect for their characters mortality.
 

Kalshane said:
What I'd like to do sometime, though I have no idea how well it work, would be to hand out pre-made character sheets at beginning of the 1st session and start off with a combat with the BBEG, who has those characters outclassed, and kills them all. We then fade to black, have the PCs pull out their real sheets and start the game. At some point during the first session the PCs overhear that a group of well-known heroes has gone missing and is presumed dead.

My issue is I'm not sure how well my players would take to playing characters not their own or starting the game off with a TPK.
That's a brilliant idea....but: what's your fallback plan if one or more of the "suicide" party manages to survive and escape? :)

Lanefan
 

Lanefan said:
That's a brilliant idea....but: what's your fallback plan if one or more of the "suicide" party manages to survive and escape? :)

Uh, drop rocks on them and kill them anyway? :)

I don't know, actually. Probably wing it in some fashion. Still fade to black after the escape and then give the PCs a chance to meet up with the surviving members of the "Prologue Party" at a later date, who may offer advice or aid that could help the main characters take down the BBEG themselves. (While giving a story reason for the prologuers to not have tried to take on the BBEG again.) Maybe even, if the party is sufficient level, allow them to join up and be taken over players who have lost characters of their own.
 

I had an idea for starting a campaign.

Bear in mind that this happens with all the player's consent and occurs in the first session only.

All of the PCs have responded to a call for adventurers to a local keep that is dealing with a major problem (insert major plot here). Along with them are several NPC characters that have also answered the call. During the main assembly, the keep is attacked by the BBEG and his minions. Before the Players can join the fight, there is a flash of light and then.....


Each PC finds themselves transported to a different section of the keep with a couple of the NPC characters. Each player then runs a (short 30 min to an hour) mini solo campaign in which the player fights his or her way back to the central hall. Along the way, the NPC characters die so that the PC is alone when they reach the goal.

When the PC reaches the goal, the DM then goes to the next player and repeats the mini campaign process so that at the end All the PCs reach the central hall sans NPC characters so that they have no one else to party with but each other. The new party then fights a nominal boss and then has an overarching goal to defeat the BBEG that started the whole thing.


I think this could be a good way of introducing the characters and bringing them together out of need rather than a "5 strangers meet in a bar and decide to fight Evil together" kind of campaign start. Granted it's a bit involved but with the players' cooperation, it could be a great way to start a campaign.
 

I like the idea from wizards.com a few months ago.

Start the campaign by saying "Roll initiative!".

I did that last game then told them they're in a marketplace. Some thugs have pushed over the tables and made off with some daggers from a weaponstall. They give chase immediately, and the game is off. There's no lead-in, nothing. Afterward they hand over the captive thugs to the Wardens who thank them and present a job offer; the first adeventure begins here, and the characters are already blodded.

I'd do that again. Much fun!
 

Start the campaign by saying "Roll initiative!".

I did that with one of my previous campaigns. I laid out a battle setup on my battlemat and covered it with a towel before the players arrived. As soon as the players were all the seated I told them to roll initiative and took the towel off the battlemap. They were all confused at first, but just went with it and then talking with the NPCs whose carivan they had just defended from bandits brought them up to speed on what had happened and why they were there. It was pretty fun.
 

Two fun campaign beginnings:
-The PCs, caravan guards with a variety of different reasons, are eating lunch when they hear screams; on investigating, bizarre golden-skinned zombielike creatures are attacking the caravan. These creatures and their genesis prove to be the core of the campaign.
-The PCs, having been summoned to a meeting in the bathhouse, hear a scream. On investigating, they discover a murdered nobleman in the bathhouse, and the ensuing film noir-style murder mystery sets the campaign mood.

Daniel
 

kigmatzomat said:
I'm of two minds. One shots and canned adventure paths need a solid biting hook right at the beginning but an open-ended campaign should be a bit more organic and feel less forced.

How do you go about that? I've tried a *really* open beginning once (where the PCs were in town and free to pursuse whatever they wanted) but it was a bit of a watery soup, really. I think if the players had characters with more solid goals and backgrounds it might have worked better.

Something that worked really well in a PBeM (but would be tricky to implement tabletop) was a Dragonlance campaign I ran where the PCs all started out in their seperate quests and gradually met up. Because I was able to drop hints and rumours about what the other characters were up with, or each got a different view of some backgroudn detail when they finally met I could sit back and watch a lot of "That was you that burned down the inn?" kind of interaction. The trouble was, being a PBeM, it took about a year to get to that point and then the game folded!

The opening can be dramatic but not necessarily part of a Grand Plot, however. Just the first of the many non-connected adventures that this particular group of people experience.
 

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