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Keep on the Shadowfell - Bringing the characters together?
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<blockquote data-quote="Skallgrim" data-source="post: 4989230" data-attributes="member: 79271"><p>You may notice that some of the posters have shared games where different characters were connected in different ways. I personally like this a lot, as it feels more 'real' to me. Rather than having all the characters connected to the same quest in the same way, I think that is a lot more 'fun' to thread them into the plot into different ways. </p><p></p><p>When we started with Fallcrest, two of the characters were natives. One was a member of the Swiftwater clan of Halflings, and another was the son of the Naerumar merchants. A third was a travelling priest staying at the local temple. The fourth was a dwarf guard for the caravans which had just been robbed by Kobolds (we played the DMG introductory mini-adventure first). The last was a wandering ranger passing through town and eating at the inn.</p><p></p><p>The tiefling was aware of the local kobold brigands and the reward. He was aware of the Swiftwater halfling, and knew that, although not heroic, she would be interested in the possiblity of a reward and loot. She had met the dwarf (as the wagon caravan was bringing goods to Fallcrest for the Swiftwaters to transport by boat downstream), and knew that he was newly out of work, out of money, and looking for revenge on the kobolds. The priest and the ranger met in the tavern, and completely coincidentally, this was the place where the three others were meeting to scout out the bandit menace. Being a priest of Avandra, the priest viewed this coincidence as highly auspicious. The ranger, on the other hand, did not, but was secretly eager for personal contact after a long time alone in the wilds.</p><p></p><p>Thus, my group was brought together by a variety of goals and causes, each of which tied their own backstory to the plot. This also allowed for a character to have a plausible reason to leave the adventure, if the player wanted to switch out characters (especially since this was our first time with 4e). Having a common background and motivation for all of the characters can certainly work, but it requires, to me, more planning for each player during character creation, and gives you a little less flexibilty to add and drop characters during the game.</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 4989230, member: 79271"] You may notice that some of the posters have shared games where different characters were connected in different ways. I personally like this a lot, as it feels more 'real' to me. Rather than having all the characters connected to the same quest in the same way, I think that is a lot more 'fun' to thread them into the plot into different ways. When we started with Fallcrest, two of the characters were natives. One was a member of the Swiftwater clan of Halflings, and another was the son of the Naerumar merchants. A third was a travelling priest staying at the local temple. The fourth was a dwarf guard for the caravans which had just been robbed by Kobolds (we played the DMG introductory mini-adventure first). The last was a wandering ranger passing through town and eating at the inn. The tiefling was aware of the local kobold brigands and the reward. He was aware of the Swiftwater halfling, and knew that, although not heroic, she would be interested in the possiblity of a reward and loot. She had met the dwarf (as the wagon caravan was bringing goods to Fallcrest for the Swiftwaters to transport by boat downstream), and knew that he was newly out of work, out of money, and looking for revenge on the kobolds. The priest and the ranger met in the tavern, and completely coincidentally, this was the place where the three others were meeting to scout out the bandit menace. Being a priest of Avandra, the priest viewed this coincidence as highly auspicious. The ranger, on the other hand, did not, but was secretly eager for personal contact after a long time alone in the wilds. Thus, my group was brought together by a variety of goals and causes, each of which tied their own backstory to the plot. This also allowed for a character to have a plausible reason to leave the adventure, if the player wanted to switch out characters (especially since this was our first time with 4e). Having a common background and motivation for all of the characters can certainly work, but it requires, to me, more planning for each player during character creation, and gives you a little less flexibilty to add and drop characters during the game. [/QUOTE]
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