PDA

View Full Version : Method for Pre-Game PC Relationships



mgshamster
2017-11-06, 05:49 PM
I'm a fan of systems that help create character bonding before the game actually starts, and here's a simple method I came up with. It's best used during Session 0 where everyone can have input with each other's characters.

1) Roll randomly or pick one fellow PC. Explain how that PC is related to your Bond.
2) Roll randomly or pick a different PC. Explain how that PC is related to your Flaw.
3) Roll randomly or pick a different PC. Explain how that PC is related to your Ideal.

How they're related can be as close as, "This person is my siblings and is the direct reason why I have this Flaw." Or they can be as far apart (or further!) as, "I once went hunting with this PCs second cousin." The idea is to connect them to your actual Bond, Flaw, or Ideal in some way.

Depending on your group, you can work with your fellow players to create this, as not everyone is comfortable with someone else writing stuff into their character background.

In my game, I listed the PCs 1-4. Cross your own PC off the list and roll a d3 for the Bond. Cross that PC off the list and roll a d2 for the Flaw. The remaining PC is for the Ideal.

I have an outlander in a group with Bob, Jack, and Mike.

Ideal: It is each person’s responsibility to
make the most happiness for the whole tribe.

PC Connection: Bob's player has written into his PC's background that his father is the tribes leader. So my connection with Bob is that his father is a hero to me, and I learned my ideal by trying to emulate him (or at least his public persona).

Bond: An injury to the unspoiled wilderness of my home is an injury to me.

PC Connection: Mike's cousin once traveled with me to hunt down the man responsible for setting a forest fire.

Flaw: There’s no room for caution in a life lived to the fullest.

PC Connection: Jack and I often go out on dangerous expositions just for the thrill of it.

In this example, all the PCs are somewhat close,
as they all have fairly close relationships. One is a direct friend, one is the son of a personal hero, and one is a cousin (may be from out of town) to an ally. But they all have interesting ways of roleplaying and connecting at the start of the game.

One of my players came up with this one. In our game, this player is a Soldier. We also have a Noble, a Cleric, and a Wizard.

Ideal: Having strength allows me to do whatever I want.

PC Connection: Another player has a Noble PC. My PC views them as an example of what it means to have power and not be held responsible for their actions. He strives to have power like she does.

Bond: Keeping those who work with me alive can only benefit me in the long run.

PC Connection: Another PC has a Cleric. My PC once learned this lesson when he saved an acolyte of the Cleric's church from a mugger, and since then, the church has always been friendly with my PC. Twist: The Cleric PC has a background of being banished from the church.

Flaw: I have a violent temper, burning like a fire just below the surface.

PC Connection: I once escorted a prisoner to the laboratory of the Wizard PC, and that PC witnessed me succumb to a bought of rage against the prisoner. He knows the hidden anger beneath my surface.

In this example, none of the other PCs are all that close with this PC. He's only met the Wizard once, the has never met the Noble, and the cleric was banished the church he has friends at. But they all have a connection that can come out in game as part of the roleplay.

Bubzors
2017-11-07, 05:41 PM
I like this a lot. Especially that it ties into ideals, bonds and flaws. My group doesn’t really use those except as guiding points in developing your character but with this it could work great into a session zero and keep them relevant.

We definitely use the sessions zero though. A few years ago we played a bit of apocalypse world and we fell in love with the part of its character creation that had to do with history. Now Apocalypse World is a very different game then D&D, but I worked similar to how you’ve done it. Basically each class had a few options on how other characters knew you that you worked out in character creation

Could range from simple “someone else had your back during a firefight” and “one of these guys screwed you on a deal before,” to extremes of weird like “you have watched another character sleep before, knowingly or unknowingly” (like I said a vastly different game from d&d)

However I feel that something along the lines of this really helps set up inter character relations at the start and leads to great developments as the game goes on.

I suggest checking out apocalypse world if you can find a pdf online, even if just for inspiration. Has a pretty cool method for setting up campaigns also