Primitive Screwhead
First Post
100% concur with Klaus...
That being said, one of my most successful campaigns started with everyone as strangers in a tavern/inn at a crossroads. Everyone had a reason why they were traveling through the area and some had good reasons to distrust the others.
Then, as the sun rose in the morning I had two armies charge into the valley where the tavern was located... leaving the PCs to decide to run away to the safety of a mountain cave they had spotted the night before. Inside the cave was a portal to another place.. and the invading armies 'encouraged' them to step through.
This put the PCs in a strange land where no-one spoke the language and on a mission to find a way back 'home'. The land? Deserts of Desolation!
So.. tavern or already know? it depends on which kind of story you are telling. Generally I stick to the 'everyone knows at least one of the others and has a reason to stick with the group', simply to avoid conflict and wasting sessions on the group arguing with itself.
Rarely I will do the tavern meeting of strangers and have even done a 'fallen paladin' quest where the main character had to take a bunch of scum and villany from the local jail on a quest to recover a banner for the church.. thereby regaining his status as a paladin.
That game had the highlight of the Thief and Assassin choosing, for in character reasons, to manhandle the 1 hp and incoherent paladin over to the banner and reclaim his power as a paladin.
I love to have players bring character backgrounds. As mentioned up thread they tend to lend to plot hooks.
That being said, one of my most successful campaigns started with everyone as strangers in a tavern/inn at a crossroads. Everyone had a reason why they were traveling through the area and some had good reasons to distrust the others.
Then, as the sun rose in the morning I had two armies charge into the valley where the tavern was located... leaving the PCs to decide to run away to the safety of a mountain cave they had spotted the night before. Inside the cave was a portal to another place.. and the invading armies 'encouraged' them to step through.
This put the PCs in a strange land where no-one spoke the language and on a mission to find a way back 'home'. The land? Deserts of Desolation!

So.. tavern or already know? it depends on which kind of story you are telling. Generally I stick to the 'everyone knows at least one of the others and has a reason to stick with the group', simply to avoid conflict and wasting sessions on the group arguing with itself.
Rarely I will do the tavern meeting of strangers and have even done a 'fallen paladin' quest where the main character had to take a bunch of scum and villany from the local jail on a quest to recover a banner for the church.. thereby regaining his status as a paladin.
That game had the highlight of the Thief and Assassin choosing, for in character reasons, to manhandle the 1 hp and incoherent paladin over to the banner and reclaim his power as a paladin.
I love to have players bring character backgrounds. As mentioned up thread they tend to lend to plot hooks.