Getting a group going.


Advice

Liberty's Edge

Tried searchig forums for the topic to /ignore repetitive post with no luck.

So I am going to be going to a local game store. My problem is how to get characters together and give them a purpose to group together. I don't really like the books suggestions. I will be DM'ing a game with 4-6 people I have never met. I don't know there characters, I told the game organizer level 3 characters core books only.

The setting doesn't matter as I won't be choosing one until I get a feel for what the players want. I just need some generic ideas that can open the group up to a plot/sandbox driven campaign. Any suggestions?

So, what kind of "normal" location can I get all the characters of all backgrounds to merge on?

How can I get them of all alignments to work togehter (crosses fingers w/paladin and evil characters)?

What will keep them together after this first adventure? Realistically I've just stuck with groups in-game for the sake of the game, but I want serious reason to keep them together.

Grand Lodge

Group Template. Either give them one or tell them to come up with an idea that ties all of their characters together so that they know each other when the game starts.

Examples:

Family - All of the players are related by blood or marriage. Now they tell you how they are all related and feel about each other.

Pathfinders - All you your players are members of the Pathfinder Society (or any other established organization in your game world). Now have them tell you how long they have been working together, who takes field command, if there are any inter group rivalries etc.

Workmates - They all have been working at an Inn, as part of a regular caravan, or as a bounty hunting team, etc.

Liberty's Edge

These are good ideas I just don't like imposing backgrounds on characters.


Try to be imaginative.

One of the best campaigns I ever Dm'ed started with the whole group awakening in a kobold prison, with all suffering from a loss of short time memory :)

Grand Lodge

TheOrangeOne wrote:
These are good ideas I just don't like imposing backgrounds on characters.

Ask them to come up with the template rather than you saying "do this." It's pretty likely they can work together to establish a reason why they know each others and it beats the traditional you all meet in a tavern.


Staring at a blank piece of paper, and hearing "Do anything" is hard for a lot of people.

Most people find it easier to choose between options. Offer the players three choices for campaign setting/character building, and start the discussion there.

Examples:

You are all kobold/lizardman tribemen who live in the great swamp. From the north, humanoids have begun to invade, cutting down the mangrove trees and killing the sacred snakes who live within.

You are all prisoners of the Orc King, being taken back to the capital city for a show trial. Along the way, you have to deal with corrupt guards, wilderness adventures, getting lost, wild beasts, etc.

The prince of dwarves has announced a feast in his great moot hall. All are invited to attend. This is a once in a lifetime opportunity to rub shoulders with the rich and powerful, and who knows what grand announcement the prince will make?

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Then, be prepared to compromise a little. You may end up with a kobold from the swamp attending the dwarven feast. Roll with it.


I've struggled with this in the past as well. One of the most elegant solutions I've come up with is to place the characters in a specific location(temple, tavern, ship, etc.), let the players determine why their character is there, and then proceed to let all hell break loose. From my experience this really brings a group together, and leads to some interesting character development and interactions.


Lots of good ideas here. I'd go with letting the players decide whether or not they know each other. Get some ideas from them, if you like.

You could always have them called to the home of some important local person who's heard of them and wants to hire them for something. They may or may not know each other, but could agree to work together at that point.


My favorite one so far is stolen directly from an AP.

The PC's all happen to be in the same town. They know each other or don't- it doesn't really matter.

Town comes under attack from (insert level approriate critters here). Town is basically over-run and would probably be destroyed if not for the PC's. They end up working together due to being the only ones who are strong enough to deal with the threat (not a stretch if you pick a small village/town, with them being level 3). They get vested in the area- if you want them to be- but mainly they get to know each other and see each other in action.

Suddenly- they are trying to discover why town was attacked.. and you have the lead in to the second adventure ready to go. Where it goes from there is up to you.

you can change the "defend the town" idea to any sort of "defend the X" scenario that might fit.
(a town, a caravan, a keep, a forest glade, whatever).

-S


That works quite well for as long as there is a certain hazard that threatens the character's life. After dealing with the immanent danger (let's say Thistletop Goblins :) ) the players have to work on a group motivation themselves...which seems to be quite a hard task for some players which is understandable when their characters have opposing alignments.

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