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<blockquote data-quote="Painfully" data-source="post: 18677" data-attributes="member: 601"><p>Well, if you must "throw people together," on short notice, it's still best to define their connections to each other by finding some common social thread.</p><p></p><p>Basically, you'll find that you need at least one common underlying social thread, a reason that the PCs find themselves in the same place at the same time. Whether they are all in the army together, they are all slaves together, they are all working in service to the same king, they all worship the same church, they all have a particular friend, such as the travelling merchant I mentioned earlier, or they otherwise have some common desire.</p><p></p><p>When putting together a character's background story, it's important to make sure your characters have a reason for wanting what they do, and a justification for being where they are right now.</p><p></p><p>If you lack motivations and reasons, then your characters will mimic video games where everything is just another power-up to kill the next big boss. You need a social fabric to bring people to life, because without it your characters have no life, they're just another video game icon.</p><p></p><p>Then again, if your games end with "killing the boss," instead of, "look at how I've changed my world," I suppose video game icons are what you want. It's the sort of difference you can begin to see between games like Diablo, and Baldur's Gate.</p></blockquote><p></p>
[QUOTE="Painfully, post: 18677, member: 601"] Well, if you must "throw people together," on short notice, it's still best to define their connections to each other by finding some common social thread. Basically, you'll find that you need at least one common underlying social thread, a reason that the PCs find themselves in the same place at the same time. Whether they are all in the army together, they are all slaves together, they are all working in service to the same king, they all worship the same church, they all have a particular friend, such as the travelling merchant I mentioned earlier, or they otherwise have some common desire. When putting together a character's background story, it's important to make sure your characters have a reason for wanting what they do, and a justification for being where they are right now. If you lack motivations and reasons, then your characters will mimic video games where everything is just another power-up to kill the next big boss. You need a social fabric to bring people to life, because without it your characters have no life, they're just another video game icon. Then again, if your games end with "killing the boss," instead of, "look at how I've changed my world," I suppose video game icons are what you want. It's the sort of difference you can begin to see between games like Diablo, and Baldur's Gate. [/QUOTE]
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