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To railroad or not to railroad?
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<blockquote data-quote="Nareau" data-source="post: 2103716" data-attributes="member: 969"><p>There's always the "This is your punishment for getting into that bar brawl last night" hook.</p><p></p><p>Have the PC's all thrown in jail for something meaningless (petty theft, bar brawl, mistaken identity). And instead of being sold into slavery, they've been given the chance to pay their debt to society by exploring these mines. If they don't come back with X proof of success, they'll be hunted criminals.</p><p></p><p>That way, they could all meet in the jail cell. Or in front of the magistrate. Or heck, maybe they meet each other when they're dumped in front of the cave (with a bunch of soldiers making sure they don't run off).</p><p></p><p>It's cheesy, I know. But it gives them motivation, a reason to stick together, allows them to roleplay through the group's first meeting, etc.</p><p></p><p>I almost always require the players create PC's who know one another very well, and are willing to trust one another with their lives. Siblings, childhood friends, etc. are great relationships to ensure group cohesion. Nothing sucks worse than a bunch of "dark, loner-types" who abandon the group after the first session because "my character wouldn't like your character." In your situation, you might want to require that they at least create characters that will get along, and reasonably want to stick together.</p><p></p><p>Spider</p></blockquote><p></p>
[QUOTE="Nareau, post: 2103716, member: 969"] There's always the "This is your punishment for getting into that bar brawl last night" hook. Have the PC's all thrown in jail for something meaningless (petty theft, bar brawl, mistaken identity). And instead of being sold into slavery, they've been given the chance to pay their debt to society by exploring these mines. If they don't come back with X proof of success, they'll be hunted criminals. That way, they could all meet in the jail cell. Or in front of the magistrate. Or heck, maybe they meet each other when they're dumped in front of the cave (with a bunch of soldiers making sure they don't run off). It's cheesy, I know. But it gives them motivation, a reason to stick together, allows them to roleplay through the group's first meeting, etc. I almost always require the players create PC's who know one another very well, and are willing to trust one another with their lives. Siblings, childhood friends, etc. are great relationships to ensure group cohesion. Nothing sucks worse than a bunch of "dark, loner-types" who abandon the group after the first session because "my character wouldn't like your character." In your situation, you might want to require that they at least create characters that will get along, and reasonably want to stick together. Spider [/QUOTE]
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To railroad or not to railroad?
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