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<blockquote data-quote="Skallgrim" data-source="post: 4853266" data-attributes="member: 79271"><p>I think that you should really look to your very first idea, and flesh it out and expand it. If the group of players is going to have a stable of characters, <u>and</u> you want those characters to have a shared backstory, so that "new" characters are aware of party dynamics, previous events, etc., it makes sense to actually construct the group that way.</p><p></p><p>Think of an adventuring company, like "Acquisitions, Inc.". The stable of playable characters is all of the adventurers who work for the company. Some of them can be old hands (and know everybody else) and others, while skilled, can be "new kids", to accomodate an actually new player.</p><p></p><p>They would need to have a stable base of operations which they can return to fairly easily, and also be expected to fill out "incident reports", or "after-action reports", or "tell the bard what happened reports" after each adventure, so that other employees could be aware of what went on.</p><p></p><p>That base of operations can be magically accessible, for parties who swap out characters from session to session ("We need a druid!"), or a location that has to be traveled to by mundane means (if swaps occur infrequently, or between adventures). The "debriefings" could be magical recordings by quill and scrying (again, for characters who need to be totally up to speed from session to session), or could be a more mundane storytelling for campaigns where the swaps are not as common.</p><p></p><p>The "company" doesn't have to be mercenary, either. Perhaps everyone is from the same city, or belongs to the same thieves guild, or adventurer's lodge, or temple of Avandra. What matters is that, in the game, there exists an <u>actual</u> group from which all of these adventurers are drawn. Then tailor that "game world" organization to meet the real world needs of your players.</p><p></p><p>Some suggestions: thieves' guilds, merchant guards, chartered adventurers, border watch, town guard, royal spies, temple guards, war refugees, expats abroad. </p><p></p><p>Some more exotic ideas would include people all marked by a particular god, such as Avandra, who feel drawn together by inexplicable feelings and common dreams. Also, perhaps people who were resurrected by a particular god, like the Raven Queen, and are thus forced to serve her in their "second" life. Perhaps even people "fated" to thwart Orcus, or Demogorgon, and gathered intentionally by wizards and other scryers.</p><p></p><p>In any case, a good option to emphasize this in play would be the "tribe" and "guild" feats in Dragon magazine, or even just a required common background.</p></blockquote><p></p>
[QUOTE="Skallgrim, post: 4853266, member: 79271"] I think that you should really look to your very first idea, and flesh it out and expand it. If the group of players is going to have a stable of characters, [U]and[/U] you want those characters to have a shared backstory, so that "new" characters are aware of party dynamics, previous events, etc., it makes sense to actually construct the group that way. Think of an adventuring company, like "Acquisitions, Inc.". The stable of playable characters is all of the adventurers who work for the company. Some of them can be old hands (and know everybody else) and others, while skilled, can be "new kids", to accomodate an actually new player. They would need to have a stable base of operations which they can return to fairly easily, and also be expected to fill out "incident reports", or "after-action reports", or "tell the bard what happened reports" after each adventure, so that other employees could be aware of what went on. That base of operations can be magically accessible, for parties who swap out characters from session to session ("We need a druid!"), or a location that has to be traveled to by mundane means (if swaps occur infrequently, or between adventures). The "debriefings" could be magical recordings by quill and scrying (again, for characters who need to be totally up to speed from session to session), or could be a more mundane storytelling for campaigns where the swaps are not as common. The "company" doesn't have to be mercenary, either. Perhaps everyone is from the same city, or belongs to the same thieves guild, or adventurer's lodge, or temple of Avandra. What matters is that, in the game, there exists an [U]actual[/U] group from which all of these adventurers are drawn. Then tailor that "game world" organization to meet the real world needs of your players. Some suggestions: thieves' guilds, merchant guards, chartered adventurers, border watch, town guard, royal spies, temple guards, war refugees, expats abroad. Some more exotic ideas would include people all marked by a particular god, such as Avandra, who feel drawn together by inexplicable feelings and common dreams. Also, perhaps people who were resurrected by a particular god, like the Raven Queen, and are thus forced to serve her in their "second" life. Perhaps even people "fated" to thwart Orcus, or Demogorgon, and gathered intentionally by wizards and other scryers. In any case, a good option to emphasize this in play would be the "tribe" and "guild" feats in Dragon magazine, or even just a required common background. [/QUOTE]
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