Beyond the great ideas mentioned, I found a couple more.
The most radical way is to restrict race or class options at character creation. It's usually a prelude to setting up a campaign where the omited race (or class) is the focus for the early adventures and then leads up to friendships and backstory. eg, Only humans allowed at the begining of the campaign and then it's discovered that the elves declare war on all of humanity for the first 6 levels or so. No matter what the PCs do, they're pretty much drawn in to respond. You could also disallow Rogues or Wizards to have the PCs discover that a guild is behind the recent troubles in town. Later on, these options open up as the game settles in to more standard play, but do the PCs trust their former enemies?
I've also found a twist on the organization idea that has a sort of PC gaming twist to it. Give the players a vehicle and a trade route. Let them take their wagons/ship/flying galleon across the globe to make and spend money and create their own trading empire. This works best if they know the set up beforehand so they can get skills relevent to the campaign. I find this set up also works to easly set up new PCs and player absentesim. Absent PCs had to deal with a problem back at the wagon that couldn't wait while new PCs are former mooks who now come to the forefront as promising leaders.
Some less radical ideas.
The PCs are voluteers for a spy ring and are heading for their first briefing.
Bodyguards to a merchant/professor
Carnivale performers
refugees from another dimension
Survivors of a local plague
If they all have the same alignement, they can be pilgrims
Make them all enobled and meeting at court (this is much more doable in 3.X since Rogues can switch to Charisma based skills in lieu of pick pockets and such).
The most radical way is to restrict race or class options at character creation. It's usually a prelude to setting up a campaign where the omited race (or class) is the focus for the early adventures and then leads up to friendships and backstory. eg, Only humans allowed at the begining of the campaign and then it's discovered that the elves declare war on all of humanity for the first 6 levels or so. No matter what the PCs do, they're pretty much drawn in to respond. You could also disallow Rogues or Wizards to have the PCs discover that a guild is behind the recent troubles in town. Later on, these options open up as the game settles in to more standard play, but do the PCs trust their former enemies?
I've also found a twist on the organization idea that has a sort of PC gaming twist to it. Give the players a vehicle and a trade route. Let them take their wagons/ship/flying galleon across the globe to make and spend money and create their own trading empire. This works best if they know the set up beforehand so they can get skills relevent to the campaign. I find this set up also works to easly set up new PCs and player absentesim. Absent PCs had to deal with a problem back at the wagon that couldn't wait while new PCs are former mooks who now come to the forefront as promising leaders.
Some less radical ideas.
The PCs are voluteers for a spy ring and are heading for their first briefing.
Bodyguards to a merchant/professor
Carnivale performers
refugees from another dimension
Survivors of a local plague
If they all have the same alignement, they can be pilgrims
Make them all enobled and meeting at court (this is much more doable in 3.X since Rogues can switch to Charisma based skills in lieu of pick pockets and such).