The Shaman
First Post
I think that's a silly way of looking at it, in my humble opinion, but that's neither here nor there. The idea that a character must have pre-existing connections to npcs as a pre-requisite for engaging the adventurer with the game-world doesn't hold up, in my experience.No because the campaign starts at the same time for all of them. Are there prequels that I do not know about?
D'Artagnan is only one example; Diogenes, from Baroness Orzcy's The Laughing Cavalier and The First Sir Percy, begins the story as a mercenary with no connections to useful npcs in the setting; by the end of the first story he's routed a rebel leader, gained a fortune, and won the girl. The events of the story, of Diogenes' adventure, are what matter.
Players can - and at least in the games I run must - make connections in the game-world. Non-player characters need to be assessed constantly - can this person help me or hurt me? how do I gain favor, or at least avoid ire (assuming attracting ire is not the goal at the moment - finding enemies is pretty much the easiest thing to do, after all)? I provide the players with a 'target-rich environment' of npcs to facilitate this, but I have no preconceptions about what the players and their characters will do with these building blocks. You create the adventure by your choices.