Corinnguard
Hero
So far, mine have been "introductions will come after we deal with this problem." 

Definitely. My group has a long history together so they will roll, but I'm always looking for initial adventures to facilitate a smooth party formation that makes sense and makes it easy for PCs to form bonds for a long running campaign. That initial hook really matters, but the chemistry of the RL players is key as well. I'm looking for inspiration on the adventure side of the equation. That is, initial adventures that are designed to form strong parties.The glue that makes the party stick together for a long running campaign would have to be the players themselves IMO. If the players have been together for a lengthy period of time, you get to know their playing style and they get to know yours. Everyone gets to know each other's RL personalities and habits. And if the party likes having their characters being tossed in together by their first adventure, then you will get some pretty neat, amusing and interesting species/class combos to boot.
Yeah I don't think I'd ever use a flashback. The adventure itself needs hooks that help form a strong bond after that initial action. Something that incentivizes the PCs to continue to stick together until at least the adventure is resolved. And then a strong incentive at the conclusion to stay together for additional adventures. The Players will follow those incentives, I know, but they also need to feel like no-brainer decisions.I tried to have a campaign start with a fight and the players not knowing what is going on. Follow with a cut scene back to when they meet and how they got these, like in shows where there is action and then suddenly "26 hours earlier" flashes across the screen.
The second part always felt forced after the fight and never worked as hoped.
... or died trying.So far, mine have been "introductions will come after we deal with this problem."![]()
To a point, I agree.Yeah I don't think I'd ever use a flashback. The adventure itself needs hooks that help form a strong bond after that initial action. Something that incentivizes the PCs to continue to stick together until at least the adventure is resolved. And then a strong incentive at the conclusion to stay together for additional adventures. The Players will follow those incentives, I know, but they also need to feel like no-brainer decisions.
Something kept interrupting the party every time the moment for introductions came around?... or died trying.![]()