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<blockquote data-quote="R_Chance" data-source="post: 8082091" data-attributes="member: 55149"><p>I have used social class backgrounds (based on race and class) and nationality (in my setting) going back to 1E / 2E. I connected Background Skills / Non Weapon Proficiencies from 1E and 2E to social class origins. Players either picked their background or rolled on a chart based on their chosen class (their choice). The result was I had a some background knowledge of the PCs to build on even when "backstories were not a thing". This enabled me (then and now) to figure out what connections they might have. Despite the possible familiarity of this I have also told players they should "write their epic stories" in the game. Childhood memories are one thing, the actual dragon slaying needs to happen in game.</p><p></p><p>I have also resorted to the "you met in a tavern", or on a river barge travelling to the city or other generic meet ups for some groups or certain members of some groups who didn't fit in with the others. Still, I like the "you've known each other since you were young" bit. It gives PCs a reason to be friends / loyal to each other. Replacements can filter in from "home" or just be the odd guy who meets up with the group along the way when player deaths / replacement happens. What's funny is when PCs who don't come from "home" get drug back there and pretty much adopted by their PC friends families <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> It's very... organic. </p><p></p><p>When I do have a very disparate group using the "tavern meeting" or other generic beginning some singular event (say a massive bar brawl or being drafted as someone's second in a duel) can give individual PCs that group cohesion needed for an adventuring party. And, once they've been in the World Beneath the World Above and risked their lives together, they're solid. The PC party needs imho a reason to stand together through the horrifying stuff most PC parties encounter.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 8082091, member: 55149"] I have used social class backgrounds (based on race and class) and nationality (in my setting) going back to 1E / 2E. I connected Background Skills / Non Weapon Proficiencies from 1E and 2E to social class origins. Players either picked their background or rolled on a chart based on their chosen class (their choice). The result was I had a some background knowledge of the PCs to build on even when "backstories were not a thing". This enabled me (then and now) to figure out what connections they might have. Despite the possible familiarity of this I have also told players they should "write their epic stories" in the game. Childhood memories are one thing, the actual dragon slaying needs to happen in game. I have also resorted to the "you met in a tavern", or on a river barge travelling to the city or other generic meet ups for some groups or certain members of some groups who didn't fit in with the others. Still, I like the "you've known each other since you were young" bit. It gives PCs a reason to be friends / loyal to each other. Replacements can filter in from "home" or just be the odd guy who meets up with the group along the way when player deaths / replacement happens. What's funny is when PCs who don't come from "home" get drug back there and pretty much adopted by their PC friends families :D It's very... organic. When I do have a very disparate group using the "tavern meeting" or other generic beginning some singular event (say a massive bar brawl or being drafted as someone's second in a duel) can give individual PCs that group cohesion needed for an adventuring party. And, once they've been in the World Beneath the World Above and risked their lives together, they're solid. The PC party needs imho a reason to stand together through the horrifying stuff most PC parties encounter. [/QUOTE]
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