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Campaign and PC development - crisis, need your help
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<blockquote data-quote="kitsune9" data-source="post: 5385771" data-attributes="member: 18507"><p>Yeah, this is my line of thinking too. Erevanden, you need to provide the players with a sense of identity. You can go about this several ways:</p><p></p><p>1. At the beginning of the campaign, you ask that the players develop a backstory as to how each of them know / respect each other. It then gives an origin to the group and the basis for them to adventure together other than "you all meet at a bar and the NPC comes to you with a quest". Together, they can also come up with a general goal as to why the group is together.</p><p></p><p>2. At the beginning of the campaign, you the DM provide the characters a sense of identity such as affiliation with a guild, a group, or a faction. It looks like you got an evil campaign going on there, so why are they working together? What's the common purpose? Is there some NPC that they all know who is driving them to do things out of fear or fanaticism? You can also make this happen in the midstream of the campaign by introducing it the element.</p><p></p><p>3. If your group is uncohesive, provide an element in the adventure that forces it together. The PC's will have a defining moment in which they must band together. There is a force greater than them and the only way to defeat it is to band together. There is an object that is the goal of the campaign to obtain and now the PC's have a purpose.</p><p></p><p>Here's what I've done in my campaigns:</p><p></p><p>1. In my current campaign, the PC's started out as prisoners accused for various crimes and scheduled to be executed; however, the duchess decided that they can earn their pardon by delving a ruined city. They were forced together because their fate was tied together. </p><p></p><p>2. In my previous campaign, the PC's all knew of a mutual NPC who came and hired each one of them to escort him to a ruin up in the hills. After an initial assault, the NPC commanded the PC's to explore the ruin while he went back to get help.</p><p></p><p>3. In an short evil campaign I played in, our PC's banded together because we belonged to the same faction in which we were driven by fear from a very powerful NPC to do his bidding. This did two things--it made us set aside our evil egos because feuding amongst ourselves only brought the wrath of the uber-NPC and it identified our desire to avoid failure in the quest itself (or risk the wrath of the uber-NPC).</p></blockquote><p></p>
[QUOTE="kitsune9, post: 5385771, member: 18507"] Yeah, this is my line of thinking too. Erevanden, you need to provide the players with a sense of identity. You can go about this several ways: 1. At the beginning of the campaign, you ask that the players develop a backstory as to how each of them know / respect each other. It then gives an origin to the group and the basis for them to adventure together other than "you all meet at a bar and the NPC comes to you with a quest". Together, they can also come up with a general goal as to why the group is together. 2. At the beginning of the campaign, you the DM provide the characters a sense of identity such as affiliation with a guild, a group, or a faction. It looks like you got an evil campaign going on there, so why are they working together? What's the common purpose? Is there some NPC that they all know who is driving them to do things out of fear or fanaticism? You can also make this happen in the midstream of the campaign by introducing it the element. 3. If your group is uncohesive, provide an element in the adventure that forces it together. The PC's will have a defining moment in which they must band together. There is a force greater than them and the only way to defeat it is to band together. There is an object that is the goal of the campaign to obtain and now the PC's have a purpose. Here's what I've done in my campaigns: 1. In my current campaign, the PC's started out as prisoners accused for various crimes and scheduled to be executed; however, the duchess decided that they can earn their pardon by delving a ruined city. They were forced together because their fate was tied together. 2. In my previous campaign, the PC's all knew of a mutual NPC who came and hired each one of them to escort him to a ruin up in the hills. After an initial assault, the NPC commanded the PC's to explore the ruin while he went back to get help. 3. In an short evil campaign I played in, our PC's banded together because we belonged to the same faction in which we were driven by fear from a very powerful NPC to do his bidding. This did two things--it made us set aside our evil egos because feuding amongst ourselves only brought the wrath of the uber-NPC and it identified our desire to avoid failure in the quest itself (or risk the wrath of the uber-NPC). [/QUOTE]
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