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<blockquote data-quote="EP" data-source="post: 4948701" data-attributes="member: 41744"><p>It's actually easier for PCs to work together in 4E than previous editions because so many powers grant benefits to allies. And combat encounters mean you can try and go on your own, but odds are you'll need some help along the way (second winds don't cut it on their own sometimes).</p><p></p><p>We're in the middle of playtesting a merc adventure and it's gone very well within my own group... and these are people who have never played together before. So long as you establish guidelines from the beginning and allow each player to express their limitations, all you need are good, mature players looking to try something a little different. Our playtest mercs include a deva avenger of Bahamut and he's been fitting in just fine.</p><p></p><p>On top of all the other suggestions here, I would strongly recommend giving the players personal plotlines with the adventure, especially in the beginning. Give them individual goals to achieve or reasons to be there. Link the story to their characters. In our case, they have all been blackmailed into stealing a portal key from a cult of well-meaning fanatics. Along the way, they've pulled a Man With No Name and work for both sides without the other knowing. They want to screw the orc that blackmailed them (he's dead now) and they still want the portal key for themselves.</p></blockquote><p></p>
[QUOTE="EP, post: 4948701, member: 41744"] It's actually easier for PCs to work together in 4E than previous editions because so many powers grant benefits to allies. And combat encounters mean you can try and go on your own, but odds are you'll need some help along the way (second winds don't cut it on their own sometimes). We're in the middle of playtesting a merc adventure and it's gone very well within my own group... and these are people who have never played together before. So long as you establish guidelines from the beginning and allow each player to express their limitations, all you need are good, mature players looking to try something a little different. Our playtest mercs include a deva avenger of Bahamut and he's been fitting in just fine. On top of all the other suggestions here, I would strongly recommend giving the players personal plotlines with the adventure, especially in the beginning. Give them individual goals to achieve or reasons to be there. Link the story to their characters. In our case, they have all been blackmailed into stealing a portal key from a cult of well-meaning fanatics. Along the way, they've pulled a Man With No Name and work for both sides without the other knowing. They want to screw the orc that blackmailed them (he's dead now) and they still want the portal key for themselves. [/QUOTE]
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