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Official material to help character motivation/party cohesion
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<blockquote data-quote="Jeremy E Grenemyer" data-source="post: 8716666" data-attributes="member: 12388"><p>I'm right there with you. I too wish WotC would produce material that helps bind individual adventurers into a proper party of adventurers. </p><p></p><p>I say this knowing the real magic is always going to be at the table. When players figure out an interesting story that brings the party together, that's always for the best. </p><p></p><p>There are some groups that don't or won't care about party backstory, of course, and all power to them because they'll hit the ground running. </p><p></p><p>So, for those who do care, what's the best kind of content? For me it's content that helps plant the characters' feet firmly in the ground of the world they're exploring. A Dungeon Master can start with a "what if?" and add an unusual situation that would occur in the game world. The situation is meant to be a sort of unifying event that binds the characters to one another. </p><p></p><p>(I spent some time thinking about this years ago. I had an idea for "party backgrounds" that didn't pan out.)</p><p></p><p>I'm not an Eberron guy (my vibe is the Forgotten Realms), but I'll give it a shot. What if the characters...</p><ul> <li data-xf-list-type="ul">Wake up on an uncontrolled airship engulfed in flames, the wounded contraption on course to crash into the side of a mountain, or low-flying and about to run head on into a lightning rail unless somebody does something quick.</li> <li data-xf-list-type="ul">All appear out of nowhere, none of them knowing each other, in a cramped chamber dominated by a stone table with an open, glowing blue book on it that's partially concealed by the freshly dead body of a Master Inquisitive, the inquisitive's murderer just scampering out the only door of the room as the characters materialize. The characters are able to learn they were imprisoned in that book, some perhaps for hundreds of years...</li> <li data-xf-list-type="ul">Are all members of dragonmarked houses and wrongly convicted criminals. They didn't plan the prison uprising, but they all escaped in the conflict that nearly destroyed the place. The characters aims to prove their innocence by unraveling the scheme that ensnared them all however many years ago. <br /> <br /> </li> </ul></blockquote><p></p>
[QUOTE="Jeremy E Grenemyer, post: 8716666, member: 12388"] I'm right there with you. I too wish WotC would produce material that helps bind individual adventurers into a proper party of adventurers. I say this knowing the real magic is always going to be at the table. When players figure out an interesting story that brings the party together, that's always for the best. There are some groups that don't or won't care about party backstory, of course, and all power to them because they'll hit the ground running. So, for those who do care, what's the best kind of content? For me it's content that helps plant the characters' feet firmly in the ground of the world they're exploring. A Dungeon Master can start with a "what if?" and add an unusual situation that would occur in the game world. The situation is meant to be a sort of unifying event that binds the characters to one another. (I spent some time thinking about this years ago. I had an idea for "party backgrounds" that didn't pan out.) I'm not an Eberron guy (my vibe is the Forgotten Realms), but I'll give it a shot. What if the characters... [LIST] [*]Wake up on an uncontrolled airship engulfed in flames, the wounded contraption on course to crash into the side of a mountain, or low-flying and about to run head on into a lightning rail unless somebody does something quick. [*]All appear out of nowhere, none of them knowing each other, in a cramped chamber dominated by a stone table with an open, glowing blue book on it that's partially concealed by the freshly dead body of a Master Inquisitive, the inquisitive's murderer just scampering out the only door of the room as the characters materialize. The characters are able to learn they were imprisoned in that book, some perhaps for hundreds of years... [*]Are all members of dragonmarked houses and wrongly convicted criminals. They didn't plan the prison uprising, but they all escaped in the conflict that nearly destroyed the place. The characters aims to prove their innocence by unraveling the scheme that ensnared them all however many years ago. [/LIST] [/QUOTE]
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