The_Gneech
Explorer
I've had success a couple of times getting the party to create an organization...or 'group' during character creation instead of individual characters. This eliminated lone wolf and gonzo types unless they truly brought something to the group. The one time that springs to mind was actually for an Eberron game wherein they were a adventuring group for hire with their own home base, budget, stockpile of equipment, investors, and clients. They started at 5th lvl and had a list of magical items they could spend their budget on during character creation for the group (not individuals) and they elected a leader to make binding decisions during conflict. It worked really well. Thought I should mention it.
That's probably the way to go if I try to go back to the Eberron game; it'd have to be rebooted/converted into 5E anyway, so I could use that as a way to add some structure. The group operates reasonably well in that mode in a Ghostbusters campaign I've got going in Savage Worlds, although again there they sit around the phone waiting for the call to come in (but in GB, that's kinda what you do unless slime is coming up through the sidewalks).
-TG
