Help! A few hours and no adventure prepared! *gulp*


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billd91 said:
I see. The initial post made it sound like you had been conscripted or press ganged.
Well, there's an adventure hook right there...

PC's are press-ganged at the start of the campaign. They get attacked by pirates. Big combat scene takes up much of the session, so you don't have to plan too much more yet. Assuming they don't all get killed, the Captain is impressed by their bravery, now has a prize ship he doesn't know what to do with, so he puts them in charge of it, technically under his command, but honestly operating pretty much independently.

In fact, IIRC, Rel's current campaign started off exactly that way too. I should know; he was bouncing ideas off me in chat for that thing all the time.
 

Set stakes on background. Damnit, I wish I had a better writeup of this. This is the best I've got:

First, pick a focal point and tell it to everyone in advance. Here's four that I've used and which worked.

1. You all are knights or in some kind of formal order where you can be ordered by your superiors on a mission (mage's tower, thieves guild falls into this category). You've been sent as an envoy from your order to assist an old knight. You're not sure why, but you've previously met a few others who you'll be working with.

2. You all have some kind of connection to the Water Street Orphanage.

3. You are all members of the same tribe, about to go through your Naming Hunt where you will claim your totem animal (the whole group gets 1 totem animal).

4. You are all retainers or allies of House Aagen, a northern noble family who was dispossessed in a treaty by their former King. They took their wealth south to the city of Plen, where they are founding a merchant company.

That's just step one though. Step two is getting them to set some stakes and make some seemingly-unimportant rolls that relate to another PC. For example:

One PC in my game decided he'd make a Wisdom check for how brazenly he was looting a corrupt magistrate's house. If he succeeded, the other PCs would think of him as an honest guy. If he failed, the other PCs thought of him as a thief and - although they tolerated him because he's funny and useful - they don't trust him the same way. He failed the check

Another PC is bad with money. His player came up with the idea of someone trying to swindle him. If he succeeded an INT check, he saw the swindle coming and the other PCs think he's got good instincts. If he failed the check, the party cleric takes custody and helps manage his funds (and gives him an allowance of his own money) because he can't be trusted with it. He succeeded the check.

An example I came up with for establishing a relationship with an NPC is "who's better at cards." Both make appropriate checks (in this case bluff vs. sense motive, and the reverse).

Setting stakes is a great way to get the ideas flowing and to set up relationships between characters. "We're brothers" is weak because it doesn't set terms on which one PC talks to another. Making best-of-3 opposed INT checks and saying "I'm the older brother, but we agree that he's the smarter brother." sets up a real relationship. I've also noticed that when the dice tell the story (rather than the DM) and there's a kind of risk (even something as trivial as "the other guy has a reputation as a better card player.") the players remember it better.
 

blargney, you can also use that stake-setting stuff above as a great filler - the players spend time figuring out the stakes and it's more fun than regular backstory crunching because dice are actually rolled, but it doesn't require you to be prepared. My guys have a great time jamming off of elements of each others' stakes and it's a breeze.
 

Cool, I've got the adventure sorted out. This stakes thing is seriously interesting me though... what do I have to do to set it up? I've got two players completely unfamiliar with Eberron, so some way to tie them into the setting would be totally gravy.
 

Didn't see your post last night, sorry for not getting back to you.

When I set it up, I first said to players "think of a time in the past where your character was trying to accomplish something, and if it was in a game you would have rolled dice to see if you succeeded or failed. This should be something you could either win or lose and your character would still be here in front of the other characters today. We all know what the regular consequences of that roll are - you pull it off or you don't - but what I want you guys to do is think of a positive and negative consequences we can tie to the same roll." then I'd give examples.
 

The game went over quite well last night - thanks for the help, guys!

I started them off on a ship transporting a plot device, when their ship was attacked by pirates. I so love "Roll for initiative" as the first words uttered in a new game. :)

They managed to fend off the boarders and their ship got away, at which point I did a flashback to explain where they were, why they were there, etc. They're now putting in at a nearby island for repairs, and we continue next Tuesday. I had contingency plans to press-gang them in case they failed to escape the raiders. I'll be using some of the other ideas in this thread in future sessions.

We only got in a couple of hours of actual dice-chucking. Most of it was drinking booze, making characters, eating lots, grounding the new players in the campaign setting, and goofing off. It was a great first night!

Thanks again! I love how helpful this forum is.
-blarg

ps - Next step: giving them stakes homework.
 

:)

Nicely done, blargney! Oh, check out the 4 elements link in my sig for some more material that might work for ya.
 

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