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Is THIS a cool way for the PCs to meet?
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<blockquote data-quote="Goblyns Hoard" data-source="post: 1900424" data-attributes="member: 19970"><p>There's nothing inherently wrong with relying on the players metagaming enough to say "yes I'll join the party", the only problem with it is that depending on how much they are into their characters they may feel that it runs counter to what they think the character would do. Any decent gamer should fall into the party to allow the story to progress, but it may grate on some of them if they feel they're going against their character. Obviously this is going to be a matter for you to decide (you know your players), just thought you'd like the objective point of view. Ultimately if you can bring them together in a way that is more in line with their characters then the game will flow better for all, making a better game. I think you have the makings of a really memorable start to a campaign if you can get it to work.</p><p></p><p>Thought - it might be even better start if you build in a cross party conflict to start with. Pair up the PCs (I'm thinking druid and evoker, bard and Indy, but will depend on the details) into two groups - one (druid and evoker) that think the warforged did it, the other that thinks he's innocent. Then run a pair of 2 player games where they either find out they were right or wrong. At the end of that you get all four together and they have a history of a mini-adventure in which they all participated separately. The 2 PC adventures could involve the two that thought the warforged did it finding out more about the serial killer which then leads them to realise they were wrong, and try to find the other 2 to share the information. Give each group a part of the puzzle, and when they get together they have lock and key.</p><p></p><p>Obviously this can get very complex - you have to make sure the 2 groups don't meet each other until all players are around, but if you can pull it off works wonders for player involvement in the campaign. Plus in order for it to work there does need to be some rail-road involved, but if you can craft this to the players you may be able to make the train track invisible.</p><p></p><p>But then I don't know what your game schedule is like and whether you want to run 6 entire games before everyone is involved. You could run the 2 PC adventures in one session if you can jump back and forth between the 2, but you'll get intermittent bored players and are likely to find the metagaming level increases.</p><p></p><p>I can't think of anything else at the moment that will help you blend the four stories together more smoothly, but if something comes to me I'll let you know.</p></blockquote><p></p>
[QUOTE="Goblyns Hoard, post: 1900424, member: 19970"] There's nothing inherently wrong with relying on the players metagaming enough to say "yes I'll join the party", the only problem with it is that depending on how much they are into their characters they may feel that it runs counter to what they think the character would do. Any decent gamer should fall into the party to allow the story to progress, but it may grate on some of them if they feel they're going against their character. Obviously this is going to be a matter for you to decide (you know your players), just thought you'd like the objective point of view. Ultimately if you can bring them together in a way that is more in line with their characters then the game will flow better for all, making a better game. I think you have the makings of a really memorable start to a campaign if you can get it to work. Thought - it might be even better start if you build in a cross party conflict to start with. Pair up the PCs (I'm thinking druid and evoker, bard and Indy, but will depend on the details) into two groups - one (druid and evoker) that think the warforged did it, the other that thinks he's innocent. Then run a pair of 2 player games where they either find out they were right or wrong. At the end of that you get all four together and they have a history of a mini-adventure in which they all participated separately. The 2 PC adventures could involve the two that thought the warforged did it finding out more about the serial killer which then leads them to realise they were wrong, and try to find the other 2 to share the information. Give each group a part of the puzzle, and when they get together they have lock and key. Obviously this can get very complex - you have to make sure the 2 groups don't meet each other until all players are around, but if you can pull it off works wonders for player involvement in the campaign. Plus in order for it to work there does need to be some rail-road involved, but if you can craft this to the players you may be able to make the train track invisible. But then I don't know what your game schedule is like and whether you want to run 6 entire games before everyone is involved. You could run the 2 PC adventures in one session if you can jump back and forth between the 2, but you'll get intermittent bored players and are likely to find the metagaming level increases. I can't think of anything else at the moment that will help you blend the four stories together more smoothly, but if something comes to me I'll let you know. [/QUOTE]
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