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General Tabletop Discussion
*TTRPGs General
What innovative ways have you come up with for PCs to get together
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<blockquote data-quote="Glyfair" data-source="post: 367857" data-attributes="member: 53"><p>I like cohesive groups. I don't want to have to deal with the "loner" player who decides he hates the group and has no reason to be there. I want them to have a strong reason to work together. This also allows for more in character friction, since you know it shouldn't get to the explosive stage if they have a reason to be together.</p><p></p><p>There are two methods I'd like to use. I've tried both, but have come up short everytime I've tried.</p><p></p><p>1) Story Weave: This only works if you have the basic characters done in advance. Work out a connection among the characters that are different, but keeps them together. For example, a cleric & a fighter are siblings. The cleric & paladin are members of the same order (not necessarily faith). The paladin and rogue met in the past and ended up friends with the paladin trying to reform the rogue and the rogue trying to loosen up the paladin. The fighter & the mage were setup as an arranged marriage and both are running from being forced to do so.</p><p></p><p>2) Players: Let the players sort it out. Tell them what you want to end up with and let them come up with the story.</p><p></p><p>Unfortunately, when I've tried the first there has always been a player or two who wasn't ready until the night of the adventure. When I've tried the second there is always a player who is uncooperative or just is having an unoriginal night.</p><p></p><p>I have had a successful campaign that did have a way to get the players together and give them a reason to be there. The players were a special side force of a mercenary company. They were formed because they were all half-siblings. Everyone had the same father & were banded together because the leader of the mercenary company was a close friend of their womanizing father.</p><p></p><p>Glyfair of Glamis</p></blockquote><p></p>
[QUOTE="Glyfair, post: 367857, member: 53"] I like cohesive groups. I don't want to have to deal with the "loner" player who decides he hates the group and has no reason to be there. I want them to have a strong reason to work together. This also allows for more in character friction, since you know it shouldn't get to the explosive stage if they have a reason to be together. There are two methods I'd like to use. I've tried both, but have come up short everytime I've tried. 1) Story Weave: This only works if you have the basic characters done in advance. Work out a connection among the characters that are different, but keeps them together. For example, a cleric & a fighter are siblings. The cleric & paladin are members of the same order (not necessarily faith). The paladin and rogue met in the past and ended up friends with the paladin trying to reform the rogue and the rogue trying to loosen up the paladin. The fighter & the mage were setup as an arranged marriage and both are running from being forced to do so. 2) Players: Let the players sort it out. Tell them what you want to end up with and let them come up with the story. Unfortunately, when I've tried the first there has always been a player or two who wasn't ready until the night of the adventure. When I've tried the second there is always a player who is uncooperative or just is having an unoriginal night. I have had a successful campaign that did have a way to get the players together and give them a reason to be there. The players were a special side force of a mercenary company. They were formed because they were all half-siblings. Everyone had the same father & were banded together because the leader of the mercenary company was a close friend of their womanizing father. Glyfair of Glamis [/QUOTE]
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What innovative ways have you come up with for PCs to get together
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