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Thread: To start an adventure...
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2011-04-20, 05:24 PM (ISO 8601)
- Join Date
- Mar 2009
- Gender
To start an adventure...
how do you like to start the first adventure in the story? Do you like to let them know the adventure is coming or do you like to spring the adventure on them? do you start people together or go through the meeting process?
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2011-04-20, 05:49 PM (ISO 8601)
- Join Date
- Apr 2011
- Gender
Re: To start an adventure...
"Ok, so you're all in a tavern..."
...
I say that as a joke, but now as I think back on all of my campaigns, I can't immediately think of any that started differently than that... Yikes, that's both hilarious and depressing.
Ah well, I guess that goes to show that the start can pretty easily be out shadowed by the end. Although it never hurts to spice things up.
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2011-04-20, 07:17 PM (ISO 8601)
- Join Date
- May 2010
- Gender
Re: To start an adventure...
This really depends on how much work I feel like making for myself. Half the time I just start them in the proverbial tavern.
I generally like the players to come up with why they are working together. This tends to solve many of the early party conflicts.
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2011-04-20, 07:29 PM (ISO 8601)
- Join Date
- Aug 2010
- Location
- Virginia Beach, Va
- Gender
Re: To start an adventure...
I've only used the tavern in a few campaigns. I prefer them just randomly meeting on the road to town/adventure site.
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2011-04-20, 08:26 PM (ISO 8601)
- Join Date
- Jul 2009
- Location
- In the T.A.R.D.I.S.
- Gender
Re: To start an adventure...
I usually say (depending on the size of the group), that each character must know two (or three, group size dependent) of the other characters in the party.
Originally Posted by The Doctor
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2011-04-20, 08:29 PM (ISO 8601)
- Join Date
- Apr 2011
- Location
- Columbus, OH
- Gender
Re: To start an adventure...
I have used the tavern as a starting point. Zombies attacked the townspeople outside and they all went out to fight the undead. But then the secretly-evil cleric commanded some zombies to join him back in the tavern and serve him drinks while the rest of the non-evil party fought throughout the town around the tavern.
Haven't used the tavern idea since.
The next time I just sunk a boat they all were riding on and had them wash up onshore days later. Also good times.
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2011-04-22, 12:52 PM (ISO 8601)
- Join Date
- Feb 2008
- Location
- Israel
- Gender
Re: To start an adventure...
i've used taverns, in the past, but in the past few years i usually had some other reason to bring the group together.
but as to the OP's question- 2 times i had the adventure jump on the players (being attacked on the way to somewhere and so on), but most other times i preferred to let the players know what they are facing (otherthan the adventure's secrets of course). i get plenty of opportunities to surprise the party later on. the first adventure i usually designate for the party to learn how to work together.
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2011-04-22, 12:55 PM (ISO 8601)
- Join Date
- Apr 2009
- Location
- Germany
Re: To start an adventure...
I first ask the players what kind of campaign they want to play.
Then I get no answer and descide what kind of campaign we're going to play.
Next I ask them what kind of party they want to play.
Then I get no answer again, and decide for them what their party background is.
Next they make characters.
And then I start thinking about a plot and where the capiagn starts.We are not standing on the shoulders of giants, but on very tall tower of other dwarves.
Spriggan's Den Heroic Fantasy Roleplaying
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2011-04-22, 01:05 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- Austin, TX
- Gender
Re: To start an adventure...
My last few have been "you wake up in a dark room and are explained your mission", or some simple variation on that. This next one is going to start at the graduation ceremony of a hero's academy. The rest will be open-ended.
I take this game with the seriousness it deserves.
Not all that much. It's a game.
Xykon In The Playground nominee, way back when that happened.
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2011-04-22, 01:16 PM (ISO 8601)
- Join Date
- Jan 2009
- Gender
Re: To start an adventure...
Throwing all the PCs (metaphorically) in the same boat then drilling a (still metaphorical) hole in it is a great way to go - decide what they all have in common, which might be as simple as they are all in the same place, and then threaten that thing.
I completely recommend starting off with "description, description, description, roll initiative!""Nothing has to be true, but everything has to sound true." - Isaac Asimov (Second Foundation)
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2011-04-22, 03:42 PM (ISO 8601)
- Join Date
- Dec 2008
- Location
- My apartment
- Gender
Re: To start an adventure...
Heh, that is EXACTLY the way it works for me too.
Though to expand, I have a rule now that all the party members must have known AT LEAST 2 other members, AND been on good terms, before the game starts. Preferably they have all been together at least a little while before it starts.Been there, fought that, died horribly.
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2011-04-22, 04:00 PM (ISO 8601)
- Join Date
- Jul 2009
- Location
- 2nd, 5th, 8th and 11th di
- Gender
Re: To start an adventure...
I've done the Tavern several times without problems. I know some have problems with the old stand by but IME players forget about it after a session or two.
The last I ran the character started as slaves of the Scarlet Brotherhood. "We are taking volunteers to go down this whole which no else has came back from. You, You, You and YOU are volunteers".