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Good v. Evil, Heroic v. Antihero, Chaos v. Law and "Save the Planet" - Bah!
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<blockquote data-quote="Whimsical" data-source="post: 2645612" data-attributes="member: 3976"><p>I think that it would be best if you poll the players on what kind of adventuring group they would like to be, then have everyone decide on a specific focus. Or else you will have each character scattering to their personal agendas from the word "go". They would have no real reason to work together. So throw out some ideas, such as Xen'drik artifact hunters, thieves' guild, pirates, caravan of merchants/"gypsies"/circus/whatever travelling between civilized locations, royal knights in training, defenders of the sacred valley, whatever. But the players should be on the same page as far as what motivates them to work together.</p><p></p><p>As far as heroics, you can throw some hooks here and there. They should be real choices involved; they should be able to walk away from situations that would involve a heroic response. "You walk down a street and down a dark alley you see three thugs rob a kid and are about to beat him up. What do you do?" Similarly, there should be opportunitites for tempting unheroics to see what the player responds. A door to a secure location is found unlocked. "A very unwise country bumpkin is walking around in the city and your appraising eye notes that his dirty necklace is actually a rare historical artifact (that the player could probably easily buy or take from him). What do you do?"</p></blockquote><p></p>
[QUOTE="Whimsical, post: 2645612, member: 3976"] I think that it would be best if you poll the players on what kind of adventuring group they would like to be, then have everyone decide on a specific focus. Or else you will have each character scattering to their personal agendas from the word "go". They would have no real reason to work together. So throw out some ideas, such as Xen'drik artifact hunters, thieves' guild, pirates, caravan of merchants/"gypsies"/circus/whatever travelling between civilized locations, royal knights in training, defenders of the sacred valley, whatever. But the players should be on the same page as far as what motivates them to work together. As far as heroics, you can throw some hooks here and there. They should be real choices involved; they should be able to walk away from situations that would involve a heroic response. "You walk down a street and down a dark alley you see three thugs rob a kid and are about to beat him up. What do you do?" Similarly, there should be opportunitites for tempting unheroics to see what the player responds. A door to a secure location is found unlocked. "A very unwise country bumpkin is walking around in the city and your appraising eye notes that his dirty necklace is actually a rare historical artifact (that the player could probably easily buy or take from him). What do you do?" [/QUOTE]
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