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PCs meeting by circumstance
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<blockquote data-quote="ST" data-source="post: 2106029" data-attributes="member: 14053"><p>I had one game where the PCs had stopped at a gas station off I-95 at the same time. There was a gunshot, and they ended up in a Mexican standoff until they figured out none of them were responsible. (At that point one of the characters, an FBI agent, said something like "Nobody leaves until this gets sorted out.") That was a heck of a coincidence.</p><p></p><p>In my latest game we made the characters as a group, but we're not going for a party-style game (they're just people who live in the same town, who happen to have seen through the fabric of reality but haven't told anyone yet for fear they'd be locked up.) I've been cutting back and forth between characters, and the players have come up with interesting and believable reasons why their characters would seek each other out. I think we're probably going to end up with two groups of two PCs in that situation, and they might even end up working at cross-purposes. (I told them I was OK with that, so they're not being obstructive or anything.)</p><p></p><p>Actually, several of the PCs have met at this point, but they don't realize in-character that they share a common bond. The players are enjoying this.</p><p></p><p>Nevertheless, I'm a fan of letting the players come up with reasons to be involved in the scenario.</p></blockquote><p></p>
[QUOTE="ST, post: 2106029, member: 14053"] I had one game where the PCs had stopped at a gas station off I-95 at the same time. There was a gunshot, and they ended up in a Mexican standoff until they figured out none of them were responsible. (At that point one of the characters, an FBI agent, said something like "Nobody leaves until this gets sorted out.") That was a heck of a coincidence. In my latest game we made the characters as a group, but we're not going for a party-style game (they're just people who live in the same town, who happen to have seen through the fabric of reality but haven't told anyone yet for fear they'd be locked up.) I've been cutting back and forth between characters, and the players have come up with interesting and believable reasons why their characters would seek each other out. I think we're probably going to end up with two groups of two PCs in that situation, and they might even end up working at cross-purposes. (I told them I was OK with that, so they're not being obstructive or anything.) Actually, several of the PCs have met at this point, but they don't realize in-character that they share a common bond. The players are enjoying this. Nevertheless, I'm a fan of letting the players come up with reasons to be involved in the scenario. [/QUOTE]
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