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New DM needs help getting new PCs together!
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<blockquote data-quote="ThirdWizard" data-source="post: 2000705" data-attributes="member: 12037"><p>This might seem like a cop-out, but in my experience one of the best ways to do it is to make the players figure that out. It gives them input into the campaign, establishes inter-character relations that they will be happy with, and relieves a large headache for the DM.</p><p></p><p>Having said that, the best campaign I've ever run started with all the PCs doing solo adventures and I slowly worked one or two together, until after about four adventures they were finally a whole. But, that was a whooole lot of effort, and it really worked because it was an intrigue based campaign and my players were really good. I actually spent about a month working on how it was going to be set up, and I probably wouldn't want to do that again any time soon.</p><p></p><p>Actually me and a friend of mine were talking about an interesting set up. The PCs don't really know each other and all happen upon a high level battle. The good guys (well known) are all killed and one enemy remains, almost dead. The PCs see this as an opportunity (hopefully, you know how it goes) and kill the bad guy. Before he dies he curses them with something, so now they have to do something to lift the curse, since at low levels they don't have much access to spellery that can solve it. Thus, they have to work together at least for a time, then after that they'll probably stay together.</p><p></p><p>But, I still say that, generally, its good to let the players decide. Especially if they're imaginative and can give you ideas about plots that might spring up from it. My last campaign, they met up traveling to a particular place each being added along the way, all from different places. We started after they had all met, and on the road they fought side by side. By the time they got to their destination, they decided to stick together since they didn't know many people in the new city. It worked very well for us. Give 'em a chance, I'm sure they'll think up something.</p></blockquote><p></p>
[QUOTE="ThirdWizard, post: 2000705, member: 12037"] This might seem like a cop-out, but in my experience one of the best ways to do it is to make the players figure that out. It gives them input into the campaign, establishes inter-character relations that they will be happy with, and relieves a large headache for the DM. Having said that, the best campaign I've ever run started with all the PCs doing solo adventures and I slowly worked one or two together, until after about four adventures they were finally a whole. But, that was a whooole lot of effort, and it really worked because it was an intrigue based campaign and my players were really good. I actually spent about a month working on how it was going to be set up, and I probably wouldn't want to do that again any time soon. Actually me and a friend of mine were talking about an interesting set up. The PCs don't really know each other and all happen upon a high level battle. The good guys (well known) are all killed and one enemy remains, almost dead. The PCs see this as an opportunity (hopefully, you know how it goes) and kill the bad guy. Before he dies he curses them with something, so now they have to do something to lift the curse, since at low levels they don't have much access to spellery that can solve it. Thus, they have to work together at least for a time, then after that they'll probably stay together. But, I still say that, generally, its good to let the players decide. Especially if they're imaginative and can give you ideas about plots that might spring up from it. My last campaign, they met up traveling to a particular place each being added along the way, all from different places. We started after they had all met, and on the road they fought side by side. By the time they got to their destination, they decided to stick together since they didn't know many people in the new city. It worked very well for us. Give 'em a chance, I'm sure they'll think up something. [/QUOTE]
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