How to hold my group together

Azure Trance

First Post
ENWorld ate my post up. Grrr ... damnit :(

Anyway ....


I have four players and when I asked them what class/race they wanted to be I received the following answers:

Dwarf Fighter
Dwarf Fighter (or Cleric)
Drow Fighter
Human Psionicist

For the last time an idea immediately hit me. The human psionicist would be a slave from the southern desert regions (compliments of Dark Sun) who was sold to an exiled Drow who wanted a 'personal assistant' of sorts while on his travels. Thier cool with it, but I'm not sure how to make it seem reasonable or how to hold the group together.

It wouldn't be difficult to add the Dwarves and the Drow/Human as a group. The Dwarves could be a lost patrol or exploratory scouts who come across the Drow/Human being attacked by unsavory Underdark denizens (or vice-versa). Then, to make them depend on themselves even more they could fall into a river which would take them far, far away from any places their familiar with. There they enter the "Strange Human Lands." My only worry with this method is that they won't have any contacts whatsoever and would be out of their element.

And as stated above, I don't know how to prevent them from just going their own seperate ways. Whats stopping the Dwarves from just going back home, or the Psionicist from escaping? The Drow tentively labeled himself as CN, but I might have to ask him to be a CG. Maybe I could reason to the Psionicist that the best thing at the moment is to stick with the Drow since he might not be his first slave and the Drow has a lot of wealth.

I also have a few background ideas for the various characters as well - the exiled drow was exiled in reality was because he was a heir to something politically disturbing, such as a high position within a religious or government heirarchy. The human was sold as a slave since his mother would rather want that then for him to be forced to join the evil Kings elite guard due to his special ability. Unfortunately I can't think of anything equally cool for the Dwarves :P Darn it.

So. Please comment and tell me what things I can do to make them stick together. I'd very much appreciate it.
 

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Do your players normally try to make it difficult for you by trying to find reasons to split up? The reason I ask is becausee if your players are in the habit of trying to not come together and go on campaigns, then what is the point of playing. If they are in the habit of going together then I think you are worrying a bit too much.

I would do it like this. The drow and the human are attacked, and the human is in mortal peril when the drow risks his life to save the human. The dwarves see this, and moved by the drow's uncharactersitic mercey decide to join the drow and human in fighting off whatever adversary you choose. Then once together in that fashion. Let them roleplay it out. Just make sure one half of the party has a purpose by this time.

If they won't run with it, well you can always end the mission dole out the pitful experience and tell them you will see them next week. Do this a few times and they will find ways to stick together.
 

They don't try to be pains, but the more reasonable the better. I've played ones where we didn't even give explanations on why we just stuck around with each other, and thought if it was plausible they'd like it more.

By the way, lovely explanation :)
 

Have them wind up in some little town. The drow is in prison, maybe with one of the other characters (one of the dwarves - this gives the other dwarf a reason to show up at the town).

The town is attacked by a huge army or some such. Maybe the "evil nation" is making an end run around the fortified border, whatever. Just so long as the PCs get a little action.

The PCs are forced to run and head out into the wilderness together, helping each other because they've got no other choice.

Do this for a while and they will develop that esprit de corps.
 

When I started the campaign I'm currently running, the potential character races were initially this:

1 Half-Human Half Gold Dragon
1 Half Fiend
3 Elves
1 Half Orc
1 Human

I initially had no idea what reason would cause an odd group like this to adventure. So I came up with a very simple idea that worked out great. I made them all slaves. The first badguy(s) of the campaign were their owners. And the first several adventures the characters did difficult missions for their master, while under the direct supervision of their 'keeper' so to speak. He was an evil dwarf named Jarek Wyrmscourge, and had an extremely over inflated reputation of having killed lots of people and even slayed a Dragon (all false of course, but how would the party REALLY know?! :cool: ). So the party didn't want to touch Jarek at first, and were actually happy, dotting little slaves. The campaign is now 1 and 1/2 years old real time, and is progressing great. (they have since the start, escaped slavery and killed their old master.)

K Koie
 
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Many groups have done just fine with the "we meet in a tavern" opening.
If you are unsure, there is nothing wrong with asking your players if they want a better reason to be together.

They could all have some mysterious mark in common. They could all be chosen champions of the same god (the method in my campaign). The dwarves could be related.

The ideas you suggested are fine too. The dwarves being out of their element could be cool. Maybe the dwarven kingdom is in dire peril and the players have to venture there to rescue it.

BTW, you should think about what alignments you want to include based on the theme of your campaign. Are the PC's heroes or money-seeking adventurers?
 

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