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<blockquote data-quote="Wombat" data-source="post: 1280842" data-attributes="member: 8447"><p>I am currently designing a new campaign (the one I am running will run down in 1-2 months, so I have to get something together). I, too, have had the problem of "why is The Party together?" This is especially problematic when characters die or are retired. So with the new game I am trying a different tack. </p><p></p><p>The setting is going to be urban, with forays outside of the city at times. The players are all bound together because they are part of the same club/secret society. Any characters, both those at the beginning of the campaign and those that are brought in later, must all adhere to the club's rules. To this end, I have given the players a set of guidelines for designing the club. They are to tell me the parameters, at least in broad outlines, of the group, come up with a name, and suchlike, and then all players agree that their characters would be individuals who would join such a group. I can tailor plots to the club, they can tailor characters to the club. Makes it easy on both ends.</p><p></p><p>Actually, the more I talk about the new campaign, the more excited I get <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Wombat, post: 1280842, member: 8447"] I am currently designing a new campaign (the one I am running will run down in 1-2 months, so I have to get something together). I, too, have had the problem of "why is The Party together?" This is especially problematic when characters die or are retired. So with the new game I am trying a different tack. The setting is going to be urban, with forays outside of the city at times. The players are all bound together because they are part of the same club/secret society. Any characters, both those at the beginning of the campaign and those that are brought in later, must all adhere to the club's rules. To this end, I have given the players a set of guidelines for designing the club. They are to tell me the parameters, at least in broad outlines, of the group, come up with a name, and suchlike, and then all players agree that their characters would be individuals who would join such a group. I can tailor plots to the club, they can tailor characters to the club. Makes it easy on both ends. Actually, the more I talk about the new campaign, the more excited I get :D [/QUOTE]
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