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Adventure starts.

Dryfus said:
Quick question about starting an adventure.

I'm gonna be starting a game soon, and was wondering how DMs out there got their groups together(ie the characters not the players). Grew up in the same town, joined a guild, hired by NPC noble. Need some ideas, I have a few, but have used them with this group already.


Woke up lashed over some tables in a dim room while being looked over by some creepy looking town guard guy scratching his chin, who then says to someone across the room, in a gruff voice... "Get the gimp."
 

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The characters in my campain were hard to put together from the start, so they actually all started in various places around the world (read island) and I used little events to guide them together. After about three sesions they were all together and on their way.

I was actually suprised it worked.
 

after a TPK.

the new guys meet at the funeral of the old ones. or not really a funeral, more of a wake/eulogy/will reading since the bodies weren't available.
 

Diaglo - now that's a quality introduction! :D


I've been running short campaigns lately, so I like to build a strong link at character creation... Generally I'll have them as members of the same organisation - find that gives them a solid reason to work together. So far - jedi padawans, knights of a holy order and a mercenary company.

Last one I ran had them as criminals on the run. All ended up in a war torn town.

I reward them for writing how they came to be in that situation into their background. Generally extra point buy points...
 

Dryfus said:
Kewl, what game is your sig from, I dont recognize it.

Startropics for 8-bit NES (I'm not him, but I recognize it. Also, went to Cornell U in Ithaca, so I've been to Binghamton a few times in my life)
 

For my next campaign they are all going to get introduced by email, im going to run a small adventure and starting with one random PC and bring the others in one by one. Im hoping then they will be introduced to the characters rather than the players, although knowing my players it shouldnt be hard guessing who is who... Ahh a fighter that would be Fred..
 


Each of the PCs receives a mysterious letter. It's an invitation to the reading of a will. The location is an old, rundown, noble's mansion outside of town. Rumors abound that it was haunted and its previous occupant never left it for decades. <cue ominous music>
 
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My recent d20 Future campaign started by me destroying the liner the PC's were traveling on. They have all been thrown together in an escape pod, of course there are some finer aspects to the start, but that's the beginning.

Depending on your campaign a similar concept could work in D&D, ship sinks and party stuck on a lifeboat together, shipwrecked on an "Isle of Dread", etc.
 

I've never tried having the PCs meet at another party's funeral... hmmm...

Usually how the party forms depends on the game I am playing. D&D games usually involve an adventuring guild which all adventurers must belong to until they obtain an independent adventuring license from a local government official (which I do once I'm sure the party will work together well). When I play in a modern game, it's usually serendipity. The PCs are passengers on the same plane, or wandering in the same crowd, when Something Bad (tm) happens and forces them to roll for initiative. ;)

In futuristic/Star Wars games, I've made the PCs members of the same starfighter squad, a developing commando team being trained by the government's finest, a group of wanna-be bounty hunters chasing after the next big booty (not THAT kind), and a disparate group of mercenaries hired by a recent graduate in the field of xenoarchaeology (who was one of the PCs). A d20 Future campaign currently in the works will have the PCs as either crew members or hired guns on a blockade-running freighter heading from Earth to Europa. When the ship is damaged in low orbit and most of the crew is dead, the PCs will have to pool their abilities and resources and work together to repair the ship, while keeping themselves safe behind enemy lines. After that, they get to keep the ship, and that's enough of a reason for them to stick together as any.

I do like the idea of having the players come up with the reasons themselves.
 

Into the Woods

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