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Character prologues - Going beyond backgrounds
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<blockquote data-quote="[OMENRPG]Ben" data-source="post: 5662670" data-attributes="member: 6677983"><p>At the onset of my longest and most successful campaign, I had multiple background sessions one-on-one with each player.</p><p></p><p>My reasoning behind this was that we had been discussing the campaign for nearly a year before we actually played, and it gave the players plenty of time (As we were finishing another campaign) to think about what they wanted to do, play, and accomplish. I allowed each of them to flesh out some of the areas that I had already created in the world, defined by the culture that they wanted to embody (or perhaps be ostracized from) and therefore play in.</p><p></p><p>This created an investment in the world, and when time actually came to build their characters, I sat down and worked out fairly detailed background and histories with each of them individually.</p><p></p><p>Once the characters were built, I had developed mini-adventures to bring the entirely unrelated characters together to the central point to start the campaign.</p><p></p><p>In short, it was a roaring success, and throughout the 15 month long campaign (which was played twice a week for 6+ hour long sessions) only two characters were "swapped" and both were decisions made for entirely correct reasons, and one character died. Other than that, they played their characters from level 1 to level 30 with brilliance and vigor and role-playing mastery that I had never seen before or since.</p><p></p><p>So, if your group is ready to really invest into their characters, it can be done, and it can work out, but as Kzach and others have said, if it is not what your group wants, it will be a terrible waste of time and probably end the game before it ever begins.</p></blockquote><p></p>
[QUOTE="[OMENRPG]Ben, post: 5662670, member: 6677983"] At the onset of my longest and most successful campaign, I had multiple background sessions one-on-one with each player. My reasoning behind this was that we had been discussing the campaign for nearly a year before we actually played, and it gave the players plenty of time (As we were finishing another campaign) to think about what they wanted to do, play, and accomplish. I allowed each of them to flesh out some of the areas that I had already created in the world, defined by the culture that they wanted to embody (or perhaps be ostracized from) and therefore play in. This created an investment in the world, and when time actually came to build their characters, I sat down and worked out fairly detailed background and histories with each of them individually. Once the characters were built, I had developed mini-adventures to bring the entirely unrelated characters together to the central point to start the campaign. In short, it was a roaring success, and throughout the 15 month long campaign (which was played twice a week for 6+ hour long sessions) only two characters were "swapped" and both were decisions made for entirely correct reasons, and one character died. Other than that, they played their characters from level 1 to level 30 with brilliance and vigor and role-playing mastery that I had never seen before or since. So, if your group is ready to really invest into their characters, it can be done, and it can work out, but as Kzach and others have said, if it is not what your group wants, it will be a terrible waste of time and probably end the game before it ever begins. [/QUOTE]
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