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How do you assemble your party in your Game?
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<blockquote data-quote="Mort" data-source="post: 5558845" data-attributes="member: 762"><p>Over the years, I've done and seen it done in several ways.</p><p></p><p>Some that I thought worked well:</p><p></p><p>Characters were employees (or relatives of employees) of Morgrave University in Sharn (2 were professors, 1 was the daughter of the Chancellor etc.) who all knew eachother already and were brought together by a murder mystery. Players knew it was going to be an Eberron city game. (character generation was done in a joint session together)</p><p></p><p>Characters were either priests or other associates of the Silver Flame in Thrane - assembled together for a mission. Players knew this was going to be a game in Thrane (Church controlled) with quite a bit of Church intrigue thrown in. (character generation was done separately but each player had a rough idea of what they wanted and made sure to have some diversity).</p><p></p><p>Characters were bar patrons who met each other durring an orc assault on the bar an surrounding area (started this one in medias res as the fight got going). Players knew it was going to be a Scales of War adventure path.(character generation done separately but with enough communication that no toes were stepped on).</p><p></p><p>Players were escaped Splugorth slaves - started with on the run. Players knew it was going to be a traveling RIFTS campaign. Don't remember Char Gen.</p><p></p><p>Players were sales reps for Chipwell Industries (on RIFTS Earth) - only saw this one played - but what a fun concept!</p><p></p><p>Some that did not work well (or rather badly actually):</p><p></p><p>GM informed me over e-mail that it was a low magic, low power deadlands campaign. I generated a tracker who was competent with a gun and e-mailed the character. Was told - great fit! Arrive at the session, mine is the only character without a magical or other major background (some characters had 2 !?!), now this was not enough to get me to walk, but when I found that the rest of the campaign was just as misrepresented (huge magic, massive power etc.) I bailed after the 3rd session. Moral of the story: be honest and up front about the campaign you are running!</p><p></p><p>Evil campaign, where everyone generated their character individually and the DM was going to have everyone meet and interact durring the first session. First problem, everyone (7 players) had very different ideas of what "evil" meant ranging from political plotter to psychopathic unthinking killer. Second problem, after 6 hours of playe only 2 of the characters had actually met each other - essentially the DM kept switching between character while the others just twiddled their thumbs. Fell apart after the first session. Moral: Make sure everyone is on the same page when running an evil group. 2nd moral: It's very, very hard to start players in different locations when each has their own separate agenda and no reason to meet the other characters.</p></blockquote><p></p>
[QUOTE="Mort, post: 5558845, member: 762"] Over the years, I've done and seen it done in several ways. Some that I thought worked well: Characters were employees (or relatives of employees) of Morgrave University in Sharn (2 were professors, 1 was the daughter of the Chancellor etc.) who all knew eachother already and were brought together by a murder mystery. Players knew it was going to be an Eberron city game. (character generation was done in a joint session together) Characters were either priests or other associates of the Silver Flame in Thrane - assembled together for a mission. Players knew this was going to be a game in Thrane (Church controlled) with quite a bit of Church intrigue thrown in. (character generation was done separately but each player had a rough idea of what they wanted and made sure to have some diversity). Characters were bar patrons who met each other durring an orc assault on the bar an surrounding area (started this one in medias res as the fight got going). Players knew it was going to be a Scales of War adventure path.(character generation done separately but with enough communication that no toes were stepped on). Players were escaped Splugorth slaves - started with on the run. Players knew it was going to be a traveling RIFTS campaign. Don't remember Char Gen. Players were sales reps for Chipwell Industries (on RIFTS Earth) - only saw this one played - but what a fun concept! Some that did not work well (or rather badly actually): GM informed me over e-mail that it was a low magic, low power deadlands campaign. I generated a tracker who was competent with a gun and e-mailed the character. Was told - great fit! Arrive at the session, mine is the only character without a magical or other major background (some characters had 2 !?!), now this was not enough to get me to walk, but when I found that the rest of the campaign was just as misrepresented (huge magic, massive power etc.) I bailed after the 3rd session. Moral of the story: be honest and up front about the campaign you are running! Evil campaign, where everyone generated their character individually and the DM was going to have everyone meet and interact durring the first session. First problem, everyone (7 players) had very different ideas of what "evil" meant ranging from political plotter to psychopathic unthinking killer. Second problem, after 6 hours of playe only 2 of the characters had actually met each other - essentially the DM kept switching between character while the others just twiddled their thumbs. Fell apart after the first session. Moral: Make sure everyone is on the same page when running an evil group. 2nd moral: It's very, very hard to start players in different locations when each has their own separate agenda and no reason to meet the other characters. [/QUOTE]
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