Favorite way to begin a game?

For the few and sparse games I've run:

First, I like decent backgrounds, and (assuming I'm not running a solo game) some idea of how the PCs might know each other or at least be in each other's circle of acquaintances. Everybody doesn't need to know everybody, but everybody needs to know somebody.

After that, I tend to find myself writing a brief introduction to the game (sometimes personalized for individual PCs) that leads into an opening scene. It'll be the opening scene that we sit down to the gaming table, start the in-character thread, or open the IM window (for my solo D20 Modern game). In ideal world, the introduction ends somewhere dramatic: banging on a door. A body collapsing in the street. A ghostly face in the mirror. Roll initiative.

Mmmm. Damn you, Mark - I need to run more games!
 

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My next one will start with all of the PC's on the run by the same group of assassins & mercenaries ^_^

Right off the bat with people trying to kill them, I love it.
 

My favorite way to start a campaign involved what seemed to be a tavern scenario (although it was a temple instead). Each of them had a friend that recommended they travel to this place for one reason or another. Then they do their dungeon thing, bla bla bla, and the campaign is started.

None of them knew, however, that all of the "friends" were the same person in disguise, who had a reason for putting them all together. In various subtle ways, and in various other guises, she was with them throughout the enture campaign, watching, nudging in this direction or that, and sometimes manipulating them without their knowledge. Boy, their looks on their faces when they finally found out--after over a year of gameplay--were priceless!
 

I'm planning on starting the campaign I'm working on right now with the PCs caravan getting overrun by a stampede of panicked animals. If the game ever gets off the ground, I'll let you know how it turns out! :)

-blarg
 
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Cut the fluff.

Mark said:
What is your favorite way to begin a game?

Do you like the "You're all in a tavern" scenario?

Do you prefer to have the characters meet one another at the start or start already knowing one another?

Do you like the characters to be fairly fleshed out at the beginning or to build them at the first session or to build them as you progress through a campaign?
[End of the QUOTE!]

I believe in getting things started right off the bat. I try to maintain an air of "fantasy/reality" in my game and that tends to get gummed up by the tavern set up, "Look there by the bar! A fellow with a PC stamp!" or the never ending exposition, "And thus it was long ago that the great Demon Lostmyhat came into the world and stamped his foot and thus was born the Dominion of Drinksprite which lasted a thousand years until it fell under the tyranical overlord Spankinnuns etc.,,"
In short, toss 'em in the mix and let God sort 'em out. If you haven't stomped on any possible character mismatches before the game even started you haven't been doing your job.
But to give a specific example, one campagin started out with a short description of a dark and creepy place and ended with a dwarf turning to the characters and saying something to the point like, "There lies the ruins of my clan's honor! You must retrieve it!". The players, (unless they are completely new to RPG's and need more careful handling), know the score.
 
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How it's usually worked in campaigns I've run and played in is that two of the characters usually know each other, while the others are strangers.

We've never really planned it this way, but thinking back on campaigns...

I played an elven detective with a young thief sidekick. None of the other characters knew each other.

Two players played as an elven aristocrat and the former commander who is now his sword bodyguard. None of the other characters knew each other.

Two players played as a half-elf (now half-minotaur) gladiator and the gnome who crafted all his armor and weapons. None of the other characters (just me, really) knew each other.

Funny how that's worked out...
 

I started a game once where I had everyone write a brief background for a character without mentioning race, class, skills or anything specific to anything on their sheet...then pass them to their left.
 

My new brew.
- Characters have been chosen before they were born to be the blessed and cursed of their generation (both because of the responsibility and power they contain).
- Each has been a victim of fate (which only exists to move people into the path they need to follow) which leads them into the group.
- They have a vital role in the future development of the multiverse and both sides of the coin (not necessarily Good vs Evil or Law vs Chaos) are trying to meddle in their affairs.

- and if they decide to do something else... hey at least we got them together.
 

Can I comment on the tavern thing. I've always noticed when we are meeting up with the new PCs that the party always tries to avoid the new players character.

Example: Party, upon loosing one of their blessed comrades, goes to the local fighters guild to help protect the wizard or thief or whatever, and upon going there they meet the eligible "for hire" warriors. The players character is the best in the bunch and so we should choose him, right? wrong. He is too powerful so we go with another weaker fighter, who gets killed in the first combat we get in. We go back, get another fighter, who immediately dies in the first combat. Finally we go back and no one will step forward to join our group except the witless PC. So we take him. Frustrates everybody, but makes for great combats where we share more XP. poor DM.

So if you ever see that great Ranger or Fighter or Sorcerer or Wizard or Cleric or Barbarian or Paladin or Rogue or even Druid standing by the bar looking for friends. Avoid him and get yourself some Commoners.
 

"The last thing you remember is your painful deaths. You wake up naked on a slab beside a river. A bireme is pulling into a dock next to the slab . . . "
 

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