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<blockquote data-quote="Kurotowa" data-source="post: 7292675" data-attributes="member: 27957"><p>My best experiences have been when the DM supplies a campaign concept before character creation that helps guide the players. Either in the form of "The campaign has this starting premise, make characters that fit it" or "The campaign has this theme, make characters who care about it".</p><p></p><p>Like, one was set in Eberron with the starting premise, "An experimental international diplomatic initiative is going to assemble a strike team of adventurers to cooperatively tackle shared problems, and your character is one of the nationally sponsored heroes on the team." So my Warlock was part of the Karrnathi military, and we had a Paladin from Thrane, and a Warforged Cleric from Breland, and so on. Thus despite our various personal and national conflicts none of us wanted to be the one to sink the team, because it would be a major diplomatic incident that reflected badly on our home country.</p><p></p><p>Basically, having some reason to stick together beyond "You all met in a tavern and agreed you liked loot" helps smooth over the rough spots and prevent random petty treachery.</p></blockquote><p></p>
[QUOTE="Kurotowa, post: 7292675, member: 27957"] My best experiences have been when the DM supplies a campaign concept before character creation that helps guide the players. Either in the form of "The campaign has this starting premise, make characters that fit it" or "The campaign has this theme, make characters who care about it". Like, one was set in Eberron with the starting premise, "An experimental international diplomatic initiative is going to assemble a strike team of adventurers to cooperatively tackle shared problems, and your character is one of the nationally sponsored heroes on the team." So my Warlock was part of the Karrnathi military, and we had a Paladin from Thrane, and a Warforged Cleric from Breland, and so on. Thus despite our various personal and national conflicts none of us wanted to be the one to sink the team, because it would be a major diplomatic incident that reflected badly on our home country. Basically, having some reason to stick together beyond "You all met in a tavern and agreed you liked loot" helps smooth over the rough spots and prevent random petty treachery. [/QUOTE]
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