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<blockquote data-quote="Deadguy" data-source="post: 44456" data-attributes="member: 2480"><p><strong>Get Them to Do the Work</strong></p><p></p><p>This method depends on your players understanding your setting a bit - but then I generally find that time invested at the start giving them an overview of how the game will work is always worthwhile.</p><p></p><p>So, get them to create their characters together - I find that that can actually be quite enjoyable in a good social setting. But get them to work out their connections one to another. I generally advise against everyone knowing everyone else. Instead if each knows one of two otehrs you have a natural chain of connections.</p><p></p><p>As an example, I know a group, consisting of a Human Wizard, Half-Elf Cleric, Dwarf Fighter, Human Barbarian and an Elven Rogue. Well, it turned out that things hinged around the Half-Elf Cleric. He was a priest of a God of Travel, and knew the Elf Rogue, as that character's father was a diplomat that the Clerical Order had escorted on one occasion and protected from an orc attack. They'd spent time together as guests in the diplomat's home, and he'd made friends with the somewhat sleazy young Elf. Meanwhile, the Dwarf had signed on for a while as a caravan guard and had accompanied the Half-Elf in the past. The Dwarf's father, a master swordsmith, had employed the services of a Wizard in the past, to complete a commission for a magic sword. The wizard involved was the deputy guildmaster of a large town, whose nephew was following in his footsteps (the Human Wizard), so he knew of the Dwarf's family by reputation. At the same time, he was also acquainted with the Human Barbarian, a hard-living trapper from the fringes of the kingdom, who'd sold the pelts of several strange animals he'd captured to the Wizard's uncle. After getting into a druken brawl, they were fast friends.</p><p></p><p>So everyone has some story to hang their association on, and they can feel that they might have met even if they weren't "adventurers".</p></blockquote><p></p>
[QUOTE="Deadguy, post: 44456, member: 2480"] [b]Get Them to Do the Work[/b] This method depends on your players understanding your setting a bit - but then I generally find that time invested at the start giving them an overview of how the game will work is always worthwhile. So, get them to create their characters together - I find that that can actually be quite enjoyable in a good social setting. But get them to work out their connections one to another. I generally advise against everyone knowing everyone else. Instead if each knows one of two otehrs you have a natural chain of connections. As an example, I know a group, consisting of a Human Wizard, Half-Elf Cleric, Dwarf Fighter, Human Barbarian and an Elven Rogue. Well, it turned out that things hinged around the Half-Elf Cleric. He was a priest of a God of Travel, and knew the Elf Rogue, as that character's father was a diplomat that the Clerical Order had escorted on one occasion and protected from an orc attack. They'd spent time together as guests in the diplomat's home, and he'd made friends with the somewhat sleazy young Elf. Meanwhile, the Dwarf had signed on for a while as a caravan guard and had accompanied the Half-Elf in the past. The Dwarf's father, a master swordsmith, had employed the services of a Wizard in the past, to complete a commission for a magic sword. The wizard involved was the deputy guildmaster of a large town, whose nephew was following in his footsteps (the Human Wizard), so he knew of the Dwarf's family by reputation. At the same time, he was also acquainted with the Human Barbarian, a hard-living trapper from the fringes of the kingdom, who'd sold the pelts of several strange animals he'd captured to the Wizard's uncle. After getting into a druken brawl, they were fast friends. So everyone has some story to hang their association on, and they can feel that they might have met even if they weren't "adventurers". [/QUOTE]
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