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<blockquote data-quote="Mark Hope" data-source="post: 4474665" data-attributes="member: 27051"><p>Kickers and bangs - great idea. Lots of interesting ideas in <em>Sorcerer</em> to steal for other games.</p><p></p><p>I generally try to ensure that characters have some kind of bond during character creation. My current homebrew had the characters all being part of the same warband in a barbarian tribe, with some being brothers, others being cousins etc. With this kind of set-up it's easy to get them on the road to adventure.</p><p></p><p>In my upcoming Dark Sun game, the players all made characters on the same evening. We started out deciding on an area of play (the city-state of Nibenay) and the bounced ideas around while the characters were being made. All the players made an effort to ensure that their characters could function together, with some creating close connections, and others leaving the details less defined. We ended up with characters employed by or affiliated to a large dynastic merchant house. The first adventure will play on those bonds, with the plot following suit (hopefully)</p><p></p><p>Anyway, I tend to think that a "character generation session" is a good idea, if you can find the time. Place some of the onus on the players to come up with a cohesive group and make it clear that you don't want to have to spend half og the first session convincing them to join up (unless such an undertaking is what you're after, of course). We have limited time to play these days, and the less time spent on chasing our tails the better <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />.</p></blockquote><p></p>
[QUOTE="Mark Hope, post: 4474665, member: 27051"] Kickers and bangs - great idea. Lots of interesting ideas in [i]Sorcerer[/i] to steal for other games. I generally try to ensure that characters have some kind of bond during character creation. My current homebrew had the characters all being part of the same warband in a barbarian tribe, with some being brothers, others being cousins etc. With this kind of set-up it's easy to get them on the road to adventure. In my upcoming Dark Sun game, the players all made characters on the same evening. We started out deciding on an area of play (the city-state of Nibenay) and the bounced ideas around while the characters were being made. All the players made an effort to ensure that their characters could function together, with some creating close connections, and others leaving the details less defined. We ended up with characters employed by or affiliated to a large dynastic merchant house. The first adventure will play on those bonds, with the plot following suit (hopefully) Anyway, I tend to think that a "character generation session" is a good idea, if you can find the time. Place some of the onus on the players to come up with a cohesive group and make it clear that you don't want to have to spend half og the first session convincing them to join up (unless such an undertaking is what you're after, of course). We have limited time to play these days, and the less time spent on chasing our tails the better :). [/QUOTE]
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