Adventure starts.

For our 3.0 campaign, all of the adventurers were sent by their respective mentors to a merchant looking to sponsor a group of adventurers - the merchant funded their charter and received a share of their profits in exchange for his patronage.
 

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They're in a large town seeking work. They look through the job postings and find caravan work..all the other jobs are unappealing (fishgutter, sewer cleaner...etc...)..and they meet on the job.
 


IMC, it is custom for nobles and the well-to-do to group their children of similar age together in groups known as "parties". From 7 through 14 they live and educated together until the begin training in their trades (ie classes). The idea is that this is a known group of friends that have grown up together whose fortune are intertwined and will help each other later in life.

For example, the prince of a kingdom may be raised with the children of the head priest, court wizard, and captain of the guard. Most of which are intended to inherit their parents postion later in life. Then, when the prince becomes the king, the new head priest, court wizard, and captain of the guard are life long friends who are trustworthy and will support the new king. In many cases, it is considered desireable and good luck to have a "man of the people" or non-noble in such a group so that this person may garner the support of the commoners. This is sometimes but not always a rogue.

In many cases, such parties are all that a well-to-do family or even noblity can offer the youngest of many children. While the children will inherit the titles and fortunes of the family, providing such parties for their younger children to be in so that they may attmept to support themselves once adult is seen as a decent inheretance. Many adventurer parties come from such groups of families who can afford to provide training for their children but no actual jobs. This is where most 1st level PC parties are seen to come from, and thus they have known eachother for most their lives and expect their fortunes to be linked.
 

Crothian said:
The players tell me how their characters get together and know each each other.

I prefer that too. I only give players a suggestion if they ask me, otherwise it's best if each player chooses for her character. I full allow characters to have known each other before if they wish.
 


Crothian said:
The players tell me how their characters get together and know each each other.
Which you then hook into. I had the uncle of one character hire the whole crew for a 'little' job.
 


Patrons are useful for bringing the party together.

Friend of a friend is useful.

Having some of the characters be related is useful.

Having some of the characters belong to a guild is useful.

I try not to sweat the small stuff these days. I'd rather play.
 

For a thrid level starting party, I had them all meet in a sacred grove. Two of them had come to the grove as the ending of a quest and two others were already partners on their way somewhere else. The local nymph begged them all for help.

I normally start asking the players to have some connections with each other, so they usually start out in pairs or trio with 1 oddball.

I have more of a problem adding replacement charaters into ongoing plots. Some players are more helpful than others.
 

Into the Woods

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