Choices, Choices, Choices, or what's a DM to do?

rycanada said:
See if you can get them to bring a few ideas for their own characters and for some stuff that relates to the other PCs. Then have you and them work together at the first session to turn the ideas into concrete history of the party (that way nobody goes off on a tangent and makes a character that's not fun for the others). After that session, have them write the more intricate backstory. It's amazing how much your players will create if they have "My PC and his PC like fishing together, and we got in a fight over a girl when we were kids."

I've heard about DMs insisting that during character creation the players come up with one common link with another player's character. Something like cousins or grew up together, one saved the other and now owes them a blood debt. That way their characters have little quirks they can play up from time to time!

"Mom always liked you best." :P
 

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I insist on it. Like many GMs, I ran out of good ideas for group-formation stories ages ago, and I always found those pretty weak to begin with. "Hey, you seem violent like me, wanna go camping forever?"
 

S'mon said:
1. I'd suggest something short that can be wrapped up in 2-3 sessions, but that has the potential to be the start of a long campaign if the players love it. Ask them. I think BTW it's very easy to beef up low level scenarios a bit; besides which, nobody likes their PC dying straight away. I'd suggest say start at 3rd level (4th is maybe too high, plus it's close to 5th, when Wizzes get Fireball), run a slightly beefed up 1st-2nd level module. Give out 1/2 XP. You can start an AP after that. Even if the AP starts at 1st and the PCs are close to 4th, beef it up a little bit (treasure too) and it will go fine. Stick with 1/2 XP until the PCs are at the right level for the AP. If you want a reason - "This reflects that easier challenges earn less XP than being tested to the max".

At the prior MeetUp when I first met two of the players I talked about how I liked True20 rules. I might house rule the concept of Conviction/Hero points so if we start at Level 1 then they have a 'gimme' in their back pocket when things get too risky.

s'mon said:
2. If you don't have a big preference, ask the players! Maybe trial Eberron in your 2-3 session introductory adventure, then ask them if they like it or would prefer Greyhawk. If you have a personal preference though, always go with that.

I think I'll send them a survey in a week or so and ask them.

Thanks for the suggestions and keep em' coming!
 

rycanada said:
I insist on it. Like many GMs, I ran out of good ideas for group-formation stories ages ago, and I always found those pretty weak to begin with. "Hey, you seem violent like me, wanna go camping forever?"

The last times I played in my OA campaign about half the players were new. So instead of going through the awkard motions of introductions, I just started them in the middle of a mission.

Nothing like having to infiltrate the bandit hide out right off the bat to get them focused on team work! We never went back to how the new people joined, and the veterans were good about helping them get up to speed on the NPCs and enemy groups.
 

bento said:
I think I'll send them a survey in a week or so and ask them.

Thanks for the suggestions and keep em' coming!
Here you go! 1 Survey ready to go :D

I made it from an archive thread asking about player surveys. I copied every post, deleted similar questions, and re-worked it into what I attached.

cheers,
--N
 

Attachments


Thanks for the Survey & Social Contracts

Awesome work! I'll take a look at it and probably post it to SurveyMonkey (I have an account for work).

I spent some time yesterday afternoon outside with the laptop composing a Social Contract. I used one with my last group because we had players coming and going all the time and it speeded things up on expectations.

I was thinking that it might be good for this group because we were all relatively strangers. Writing down things like behaviour guidelines and what to do when you can't make it to the game seems to take care of some of the headaches.

Any experiences good or bad with social contracts? Have you had anyone react poorly to bringing it up? Is it better to give one to the group or ask them to come up with ideas first?
 

bento said:
If you were starting with a group you hadn't played with before, would you plan something short that might last three or four sessions at most, or jump into something long like an AP or big adventure like Ravenloft?

Something short to start with. Possibly with pre-generated characters, but almost certainly with characters that are intended for use only in that introductory game. This lets everyone get used to the new game without being tied into characters they don't like.

bento said:
Would you introduce them to an entirely new setting like Eberron or stick with a generic fantasy setting like Greyhawk?

I'd probably use the setting I'm planning on using for my 'big campaign'. Whether that's generic fantasy, Eberron, or otherwise really depends on my mood at the time.
 

rycanada said:
I insist on it.

Likewise. There are some parts of the game I find fun and engaging, and some parts I don't. Bringing the group together, like tracking the minutae of encumberance, falls into the latter category.
 

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