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<blockquote data-quote="fba827" data-source="post: 4474601" data-attributes="member: 807"><p>It depends a lot on what the campaign's over-arching plot will be.</p><p></p><p>If it is something that will force the PCs to stay together, then I have the PCs not know one another and I start with a short roleplay of the morning and them (individuall) doing their normally morning thing. And then they end up at the same area where some action/combat/encounter happens and puts them in the joint situation for the plot.</p><p>(my last campaign started with the PCs doing their morning thing at the market square, getting breakfast, eating, just crossing through on the way from point a to point b, when a combat drew them all together.. which pulled them in to something larger that is the thing forcing them to stay together... they don't necessarily trust one another, but they're roleplaying that out over time since they have to deal with one another. It's actually a little fun to see _players_ learn to adopt their tactics to group tactics as the characters themselves would as they get to know the strangers)</p><p></p><p>However, if the campagin plot isn't going to be strong enough to force them to stay together, then, yeah, it does make it easier if they know each other or have some connection otherwise why would they bother trusting each other.</p><p></p><p>Sometimes, if a hook can be given without giving away too much, I have the players purposely design how that hook would appeal to them in their character background themselves. For instance (to use the most general example) I can tell them that the campaign will be starting in an ambandoned ghost town as they are going to be ask to investigate. And then the game will basically start as each of them are (individually, or together depending on how streamlined I want to make it) going to that town to investigate. Or maybe I just say the campaign will start on a ship so make some reason as to why you're on the ship (crew, passenger, bodyguard, etc)</p><p></p><p>But, yeah, I have done the "old stand bys" many times too -- wake up with no memory, walk in to a tavern and find an old man with a quest there... or even just "you're all part of a mercenary guild and pulled this note from the list of open assignemnts"</p><p></p><p>so, really, my point is, it's a campaign-plot related decision.. my method varies based upon the details of the plot.</p></blockquote><p></p>
[QUOTE="fba827, post: 4474601, member: 807"] It depends a lot on what the campaign's over-arching plot will be. If it is something that will force the PCs to stay together, then I have the PCs not know one another and I start with a short roleplay of the morning and them (individuall) doing their normally morning thing. And then they end up at the same area where some action/combat/encounter happens and puts them in the joint situation for the plot. (my last campaign started with the PCs doing their morning thing at the market square, getting breakfast, eating, just crossing through on the way from point a to point b, when a combat drew them all together.. which pulled them in to something larger that is the thing forcing them to stay together... they don't necessarily trust one another, but they're roleplaying that out over time since they have to deal with one another. It's actually a little fun to see _players_ learn to adopt their tactics to group tactics as the characters themselves would as they get to know the strangers) However, if the campagin plot isn't going to be strong enough to force them to stay together, then, yeah, it does make it easier if they know each other or have some connection otherwise why would they bother trusting each other. Sometimes, if a hook can be given without giving away too much, I have the players purposely design how that hook would appeal to them in their character background themselves. For instance (to use the most general example) I can tell them that the campaign will be starting in an ambandoned ghost town as they are going to be ask to investigate. And then the game will basically start as each of them are (individually, or together depending on how streamlined I want to make it) going to that town to investigate. Or maybe I just say the campaign will start on a ship so make some reason as to why you're on the ship (crew, passenger, bodyguard, etc) But, yeah, I have done the "old stand bys" many times too -- wake up with no memory, walk in to a tavern and find an old man with a quest there... or even just "you're all part of a mercenary guild and pulled this note from the list of open assignemnts" so, really, my point is, it's a campaign-plot related decision.. my method varies based upon the details of the plot. [/QUOTE]
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