Jacob Lewis
Ye Olde GM
If the story begins with the characters stranded on a mysterious island, then that is where the campaign should begin. Anything leading up to their situation is irrelevant unless it will have any significance or impact later in the campaign.
For example, let's say you want them to run into others from the ship who betrayed them or caused the situation. You don't need to give them an exposition of events that happened, and you don't want to give them the opportunity to thwart it. That's not part of the real story coming up. Its just background and setup.
An alternative setup is to have the players unaware of any mutiny or betrayal. They simply wake up on a strange shore among the wreckage of the vessel. You can let them find clues about the details of what happened as they search for survivors, gear, and supplies. There's no reason they need to be part of the crew to be on a ship. They could just be passengers with limited contact or interest in the crew, until now.
For example, let's say you want them to run into others from the ship who betrayed them or caused the situation. You don't need to give them an exposition of events that happened, and you don't want to give them the opportunity to thwart it. That's not part of the real story coming up. Its just background and setup.
An alternative setup is to have the players unaware of any mutiny or betrayal. They simply wake up on a strange shore among the wreckage of the vessel. You can let them find clues about the details of what happened as they search for survivors, gear, and supplies. There's no reason they need to be part of the crew to be on a ship. They could just be passengers with limited contact or interest in the crew, until now.