Kool-Aid Man
First Post
You want to know how to bring the party together? That's simple: don't.
Is it really necessary to work out and plan how the party gets together? I've never found this to be true. Back in the day when I still gamed and was the DM, I found it to be useless to try to coerce the players into meeting each other. It was a waste of time that, in some cases, could not logically work.
DM: "You're a wanderer, and you look about the busy inn to see several other shady out-of-place characters."
PLAYER: "What ho! Shall we form a pact and kill beasties!?"
What the hell!? The player has a better chance of being blasted where he stands by a massive fireball than forming an adventuring group. I understand that most gamers criticize the tavern method, but it is a good example of the folly of trying to coerce the gamers into forming a party.
My solution: don't even try. I let the players figure it out for themselves. How and why they came together is useless information as far as I'm concerned. All I need to know is that the group is a unified party at the beginning of the campaign. From there they can flesh out their own backstory and play out their relationships any way they like.
This is simply another method you can consider. Hope this helps!
Oh, and by the way, I'm new to these boards so. . . HI!![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
Is it really necessary to work out and plan how the party gets together? I've never found this to be true. Back in the day when I still gamed and was the DM, I found it to be useless to try to coerce the players into meeting each other. It was a waste of time that, in some cases, could not logically work.
DM: "You're a wanderer, and you look about the busy inn to see several other shady out-of-place characters."
PLAYER: "What ho! Shall we form a pact and kill beasties!?"
What the hell!? The player has a better chance of being blasted where he stands by a massive fireball than forming an adventuring group. I understand that most gamers criticize the tavern method, but it is a good example of the folly of trying to coerce the gamers into forming a party.
My solution: don't even try. I let the players figure it out for themselves. How and why they came together is useless information as far as I'm concerned. All I need to know is that the group is a unified party at the beginning of the campaign. From there they can flesh out their own backstory and play out their relationships any way they like.
This is simply another method you can consider. Hope this helps!
Oh, and by the way, I'm new to these boards so. . . HI!