Instead of starting in the tavern and no one knows one another...
PCs have all received engraved invitations to meet at a nearby manor house. The only occupant is a butler who leads them all to a decked-out drawing room. There they find starting equipment that is tailor-made for them.
At that point, the butler reads from a group will - the characters forebearers, who had adventured together have left instructions for these specific individuals to be found and brought together to seek out a threat that is destined to return from a hundred year banishment/sleep.
The house is a safe haven for the character’s use between adventures, the butler is knowledgeable and helpful in the character’s employ, and secret rooms/caches are hidden within that reveal themselves as the campaign plays out.