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<blockquote data-quote="Radiating Gnome" data-source="post: 6037273" data-attributes="member: 150"><p>I don't usually do more than instruct my PCs to come up with a reason why they're in a specific place when they meet up with the other PCs. But from time to time I'll try something different.</p><p></p><p>My favorite alternative was a campaign I called "Dead Men" (started at paragon level). As part of their character creation, they had to write their PC's death scene. That was the last thing they remembered. They awoke, resurrected, by an Elven nation desperate for their help. </p><p></p><p>The deaths could be anything, and they might have been dead for weeks or decades. I did my best to work their backgrounds into the ongoing story of the campaign once we got going. One PC had died experimenting with autoerotic asphyxiation, which sounds like the player was not really jumping into the theme of the game as well as we might like -- and he wasn't -- but he did play in character enough to spend the rest of the campaign hoping to recover his locked chest of porn)</p><p></p><p>In our most recent campaign, we're playing Paizo's Second Darkness AP, which puts the PCs in a casino for whatever reason at the start -- that works, too. My Pirates game (Savage Worlds) the PCs are all passengers or crew on a Dutch merchant sloop (which is a thinly veiled homage to Firefly, just for the fun of it). </p><p></p><p>Anything goes, really. But it often helps if your structure gives the PCs the freedom to make what ever characters they want to play. </p><p></p><p>-rg</p></blockquote><p></p>
[QUOTE="Radiating Gnome, post: 6037273, member: 150"] I don't usually do more than instruct my PCs to come up with a reason why they're in a specific place when they meet up with the other PCs. But from time to time I'll try something different. My favorite alternative was a campaign I called "Dead Men" (started at paragon level). As part of their character creation, they had to write their PC's death scene. That was the last thing they remembered. They awoke, resurrected, by an Elven nation desperate for their help. The deaths could be anything, and they might have been dead for weeks or decades. I did my best to work their backgrounds into the ongoing story of the campaign once we got going. One PC had died experimenting with autoerotic asphyxiation, which sounds like the player was not really jumping into the theme of the game as well as we might like -- and he wasn't -- but he did play in character enough to spend the rest of the campaign hoping to recover his locked chest of porn) In our most recent campaign, we're playing Paizo's Second Darkness AP, which puts the PCs in a casino for whatever reason at the start -- that works, too. My Pirates game (Savage Worlds) the PCs are all passengers or crew on a Dutch merchant sloop (which is a thinly veiled homage to Firefly, just for the fun of it). Anything goes, really. But it often helps if your structure gives the PCs the freedom to make what ever characters they want to play. -rg [/QUOTE]
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