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So, you all meet in a bar and decide to start adventuring together...
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<blockquote data-quote="nyjm" data-source="post: 2861428" data-attributes="member: 18313"><p>i usually find it convenient - but still very rewarding for the players - for the PCs to be members of the same organization: deputies of the local constable, members of a temple/monastery/guild, something along those lines. this is provides an easy motivation if i need it (your boss says "go"), but it also provides for a set of community resources and a whole hierarchy for players to explore as the campaign develops.</p><p></p><p>for example, in my latest campaign, the PCs began as members of the Avtali, effectly the sheriff of their territory. early adventures were point and shoot: find the missing girl, figure out who's stealing from the local mine, protect the borders from formians. but the Avtali work closely with the Church of Sardior, which in turn works closely with the Illesine (the ruling but mostly hidden oligarchy). the PCs effectively began the campaign as soldiers of a Mind Flayer theocracy. bit by bit, they gathered more clues about the nature and identity of their rulers, and joined the resistance (drow), but then discovered the resistance wasn't just as evil and corrupt; they spent a couple of adventures just constantly switching sides, true mercernaries.</p><p></p><p>finally, around 10-11th level, they decided to take up their own fates. they've each assumed an item of legacy and are going on various quests to fulfill their artifacts' power. not initially planned this way, my strong-armed approach early on has blossomed into a really interesting and pretty much player-driven campaign.</p><p></p><p>- njm</p></blockquote><p></p>
[QUOTE="nyjm, post: 2861428, member: 18313"] i usually find it convenient - but still very rewarding for the players - for the PCs to be members of the same organization: deputies of the local constable, members of a temple/monastery/guild, something along those lines. this is provides an easy motivation if i need it (your boss says "go"), but it also provides for a set of community resources and a whole hierarchy for players to explore as the campaign develops. for example, in my latest campaign, the PCs began as members of the Avtali, effectly the sheriff of their territory. early adventures were point and shoot: find the missing girl, figure out who's stealing from the local mine, protect the borders from formians. but the Avtali work closely with the Church of Sardior, which in turn works closely with the Illesine (the ruling but mostly hidden oligarchy). the PCs effectively began the campaign as soldiers of a Mind Flayer theocracy. bit by bit, they gathered more clues about the nature and identity of their rulers, and joined the resistance (drow), but then discovered the resistance wasn't just as evil and corrupt; they spent a couple of adventures just constantly switching sides, true mercernaries. finally, around 10-11th level, they decided to take up their own fates. they've each assumed an item of legacy and are going on various quests to fulfill their artifacts' power. not initially planned this way, my strong-armed approach early on has blossomed into a really interesting and pretty much player-driven campaign. - njm [/QUOTE]
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So, you all meet in a bar and decide to start adventuring together...
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