Classic Campaign Starts?

All these are creative campaign starts, but you can't really cut and paste unless your Player Characters are suited.

What you need is PCs with backstories. Build a start from there, and try and make sure they trust each other to begin with, otherwise your suspension of disbelief will suffer or the suspicion between players will ruin things (unless you all dig it that way).

Anyway, your ideal start will involve either elements of the PCs' backstories or will be linked to their goals.

Find that out and get back to us.
 

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Sir Whiskers said:
What has happened is this: The person entering the inn was a medusa and they were turned to stone. 12 years have passed and it is now winter (which is why it turned cold all of a sudden).

I believe the poster known as Rel created that one. It's one I plan to use one day.

My most recent campaign beginning was starting the PC's off as former volunteers and conscripts in a recent war. The war was over, the nation was running out of funding to provide for its troops, so it was letting some of them go. They decided to travel together to seek their own fortune.
 

The bar fight was a rough and tumble event and you had hoped to get away before the watch showed up but everything just went dark, now you find yourself in front of a judge with a few other unlucky souls.

Judge: You all seem to have too much energy and wild oats but I remember being young and let me tell you, best thing for you is adventuring! Seeing the world doing something worthy. I assign you to (insert name of a Paladin / Cleric / Wizard player) for six months of adventuring.
 
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My last campaign started with 3 of the 7 players wanting to play savage species characters.

Each of the "monster" characters were charmed by a man who was taking them into the mountains to keep someone from retreving something very dangerous. He was a bit of a bastard. He made the Frost Giant do all the heavy lifting while he rode the centaur and made the Pixie do tricks for him.

The other 4 characters, all human, were hired by a Man to help an assoicate of his to retreive a family heirloom, that he believed was hidden up in the mountains.

The groups were running seperately until they all tried to shelter in the same moutain shelter (they are free for all to use, just play nice)

A battle broke out as soon as the employeer of the humans and the guy charming the monsters saw each other. When the battle was over, the guy charming the monsters was dead, and the monsters, finally free were happy to join the group.

The human employeer then lead the party to the "heirloom". It was a staked vampire in a "haunted" mine. The vampire bore a strong family resembelence to the human employeer and he manged to unsteak his dad before the party could stop him. The son got away due to the party dealing with the father and an expeditious retreat spell. The party kept the vampire at bey with the cleric and Paladin's holy symbols and he just took gaseous form and slipped away.

That started a several month long hunt for the son and eventually the Father...
 

I mad eit easy on myself . I told the players to talk and find a means that eachone knew at least two others in the group. They also had to have a reason to hire on as caravan guards at the major human city. I left it up to them. they came up with interesting backgrounds and reason's for having at least met each other.

I told the players up front. First few sessions are railroading so to speak to build a start then it was up to them.

I knew better and had a whole campaign built on the fact that every other game run for them, showed that they didn't motivate themselves so I had to. They didn't mind railroading since the all agreed to ride the train. Every once in a while you pull in a station let them wander around, then blow the whistle and start the train again. Railroading is only bad when the players have no choice of train or schedule. I think I still make the scenery and the story worth the ride.

But what I'm saying is leave it up to the players and in most cases you can build the story of how they are connected off what they give you to work with. Also fosters a sense of ownership of the campaign and its world, as well as, generating some interest in the world before the game even starts.

later
 

I played in a module (can't remember name!) where all the PCs (1st level) were called for the reading of a will. The writer of the will (a baron) had wronged all the players in some way over the years, whether they knew it was him or not.

To make ammends he'd left us his 'stuff'. Most of it in the basement of his house - which has been taken over by beasties. It was a good one - gave the players motivation to go into a dungeon. For greed. Yay! Left us with weird loot to sell, a rickety old mansion and a title.

Depending on how it's done... anyway, fun with some good hooks thrown in.


A recent great start was a GM who had the PCs meet in a small village for various reasons. As soon as you stepped in past the perimeter wall, you realised there was an illusion making the village look normal.....

The real village was mostly destroyed, surrounded by a hemisphere of screaming ghosts, all the villagers had been torn to pieces and there was this weird looking pyramid where the village well used to be.

Set the tone nicely. Now that was a scary campaign. :paranoid:
 

Snoweel said:
All these are creative campaign starts, but you can't really cut and paste unless your Player Characters are suited.

What you need is PCs with backstories. Build a start from there, and try and make sure they trust each other to begin with, otherwise your suspension of disbelief will suffer or the suspicion between players will ruin things (unless you all dig it that way).

Anyway, your ideal start will involve either elements of the PCs' backstories or will be linked to their goals.

Find that out and get back to us.

Yes, definitely. The 'mage, drow, elf' campaign start placed backstory for each of the characters in the foreground.

That's also what I'm hoping to address using Belbarrus' methodology. (Adolescents in same village, etc.) - solving that the 'trust each other to begin with' part, and also building strong back story for each of the players. I'm viewing my first session as being primarily playing through their childhoods, and ending in the prelude to the 'modern' plot, giving them a bit of an edge-of-the-seat ending to prompt people looking forward to the second session.
 

For me, the best and most memorable campaigns have started with the characters all being created together, by the players. We'd have a session just for player creation - which included creating histories and backgrounds. And those histories and backgrounds were incorporated together such that the group started out with a reason to be together. It made for wonderful group cohesion, great roleplaying, and really helped integrate the party, only only with itself, but with the world as a whole.

For this to work, you need to have players willing to do that - and you need to give to them enough information about your world and its background (and the starting location of the characters) such that the above process can truly weave everything together.
 

I'm running a two-group campaign in which each group is playing in the same setting (thanks for Ptolus, Monte!). One group's beginning started out particularly well:

I had the homebrew fleshed out pretty extensively and the essentials of their home village mapped out (thanks for Great Rock, Andy Collins!), so what I had them do was generate characters with the essentials of the setting in mind. Once they had done that, I worked in secret elements of my own from the campaign into each of their individual backgrounds. They, of course, made it easy on me: 2 were playing bastards who didn't know their fathers, and one played an orphan. :]

I then met with each player individually to run a prelude (as youngsters before they fully became 1st level) in which I was able to a) provide them with a glimpse into the setting b) further establish their character within that context and c) foreshadow elements of the first full session.

Group:

Presici, a half-elf bastard child on her way to becoming a fighter, whose mother works as a "book keeper" for the inn. Elves are distrusted, so she has spent the better part of her childhood being picked on.

Devinus, a human bastard child on his way to becoming a bard, whose mother works at the same inn as a serving girl. He is like a brother to Precisi, and has made the "rounds" among the village girls.

Ichus, a human orphan training to become a druid under the care of a mysterious wisewoman outside of town. His only friends in town are Presici and Devinus.

Lyna, a rogue and relative newcomer to Great Rock, hails from the south. She left home to make her way in the world, fleeing the tragedy of a sister who mysteriously disappeared.

Basically, their preludes (except for Lyna's) center around the events of one night, in which a notorious group of mercenaries roll into town looking for a woman named "Sunia" (Devinus learned that it was his mother's name before she came to Great Rock) and her bastard child. During some of the dramatic encounters (in which Devinus lies his way out of capture, Precisi accidentally slays a young merc in a duel while trying to disarm him, Ichus accidentally helps the merc's 'warlock' find the location of a sinister abandoned temple near town), they learn a little more about the town.

The first session happened (in game time), a few weeks later when the mercs return with an infamous knight known for burning peasants alive. A mentor to the characters urges them to leave town (by now, they have figured out that the knight is probably looking for Devinus) by looking for a village boy whose gone missing--the bully who hassled Precisi in her prelude.

After some tracking, they find that the boys have gone into some sea caves--precisely where the hidden temple lay, as Ichus put two-and-two together.

Basically, all I had to do was to put some plot elements in the temple, and the campaign has almost run itself since then. They've been following up on leads within leads, and generating their own plot archs, as well as discovering all the ones I planted for them. Eight or nine months later, and about 9 levels later, many of the elements introduced in those preludes and first session are still affecting the game. :cool:

[EDIT: left out some vital info. DOH!]
 
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I've unashamedly opened several campaigns in an inn. I began one by telling the players their options. Wander off and see what happens. See the local teamster about a job guarding caravans. See the teamster about paying for transport to a bigger town. Volunteer for the militia. Enquire if the cleric's church has any business. Listen and gather information at any location. Commit a crime. While they were discussing the choices over ale, I had an earthquake hit the village.

Then there was the time I told the players their options. Wander off and see what happens. Visit the local teamster... When their first act was to order drinks, as I knew it would be, the landlord said, "I couldn't help overhearin'. If you want some work, I wouldn't mind someone takin' a look down my cellar. I reckon there's some sort of burial chamber down there..."

Actually, this was inspired by something that happened to me. But in the game I took out the gelatinous cube.
 

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