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Thread: Must Have Drawn The Short Straw
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2013-02-06, 04:54 AM (ISO 8601)
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- Dec 2012
Must Have Drawn The Short Straw
One of the biggest problems I face as a DM is coming up with reasons as to why my lovable bunch of misfits know each other or are assembled together to face their impending certain doom. Out of curiosity, this has brought me to come before the members of the playground and ask; what are reasons for your characters being chosen for this adventure?
I'd prefer answers that aren't as cliche as 'you're a group of adventurers'. Reasons that contribute to the purpose of the story are more-so what I'm looking for. :)
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2013-02-06, 05:07 AM (ISO 8601)
- Join Date
- Jan 2013
Re: Must Have Drawn The Short Straw
Well, first step is usually either forming a campaign that naturally puts people together:
DM: Okay, before you all roll up your characters, keep in mind that you're all going to be soldiers in the Imperial Army of Holy Smiting.
Or pull naturally on the backgrounds that players tend to come up with, like in my 4th Edition Game:
DM: "Okay... 2 of you are slaves. 1 of you was almost kidnapped by slavers but rescued in your background... the other guy is a former prisoner. Okay, you all know each other through your Slavery Commonality/Prisoner state."
Note that they all chose these backgrounds without me putting any spin on them or something, I just ended up with a lot of characters related to doing a stint without personal freedom.
Third Method, Convergence, which can work sometimes.
DM: "Okay... none of you do know each other yet... but you're all traveling in a caravan heading off to Location X... and stuff happens on the way to make you band together."
Fourth Method, daisy chaining backgrounds. Sometimes with groups I'll just tell someone something like...
DM: "Okay, first guy to get a character into me gets whatever they want. Second guy has to make his background tie into the first character and give a way that they would know and work with one another. Third character has to tie in with the second, etc, etc, etc."Currently sick as a dog and unable to focus properly. Will heal soon.
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2013-02-06, 05:08 AM (ISO 8601)
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- Feb 2008
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- Israel
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Re: Must Have Drawn The Short Straw
Well, one approach is to tell the players what the campaign is (very generally) about, and what the starting scene is.then let Them come up with a reason. Another old favorite is to throw them into a sort of situation that forces them to work together (or at least already it quite plausable) and let the players use this initial adventure to form bonds between them.
Group dynamics are the responsibility of the play e'er rs. You can help, but the initiative should come from them.
(You can check my "it began with a crash" adventure log to see one fairly good, example of characters that don't fit coming together, in my signature )Check my extended signature
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2013-02-06, 05:08 AM (ISO 8601)
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- Jan 2009
Re: Must Have Drawn The Short Straw
Last edited by mjlush; 2013-02-06 at 05:09 AM.
Michael Lush
NPC rights activist | Nameless Abominations are people too
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2013-02-06, 07:30 AM (ISO 8601)
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- Mar 2010
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Re: Must Have Drawn The Short Straw
Sometimes you'll get lucky and the players will connect the characters themselves. This is why I can't recommend enough the practice of devoting 'session 1' to character creation. Having everyone in the same room talking out their backgrounds while they fill out a character sheet often causes a lot of "Oh cool! What if my guy and your guy were..." conversations.
Hell, last time we built characters in the same room, connected backstories became common enough that they hit a sort of critical mass and connecting backstories became a goal in itself. And this was in a game where we would explicitly not be teaming up-- in fact, my character only ever talked to one, maybe two PC's the entire game (we were doing a survival-horror game, so it was short and brutal).Last edited by Jack of Spades; 2013-02-06 at 07:35 AM.
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2013-02-06, 07:38 AM (ISO 8601)
- Join Date
- Sep 2008
Re: Must Have Drawn The Short Straw
I liek the all part of an organization route, it gives you some handy ways to deliver plot hooks. For a morally ambiguous campaign, you all wake in jail and it's 'do or die' could work.
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2013-02-06, 07:50 AM (ISO 8601)
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- Apr 2010
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- London, EU
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Re: Must Have Drawn The Short Straw
Some I have done
You all live in the same village.
You all live in the same village. A plague sweeps through the village: you are the only survivors.
An artefact has been stolen from a temple. Your temple/guild/whatever asks you to investigate. PC's meet at the temple.
You are all in the army and have been assigned to the same unit. Here are your orders.π = 4
Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.
Completely Dysfunctional Handbook
Warped Druid Handbook
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2013-02-06, 07:58 AM (ISO 8601)
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- Dec 2012
Re: Must Have Drawn The Short Straw
Excellent suggestions, eager for more.
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2013-02-06, 08:02 AM (ISO 8601)
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- May 2008
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- Orlando, FL
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Re: Must Have Drawn The Short Straw
Another option is to work with the players as they build their backgrounds and set it up so that a relative of PC A knows a relative of PC B and the the two relatives send their respective PCs to work together. Usually works best if the reason they knew each other is based on a past major event of your campaign world.
For example, they were both soldiers in an important war and kept correspondance afterwards.
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2013-02-06, 08:56 AM (ISO 8601)
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- Jan 2008
Re: Must Have Drawn The Short Straw
Yeah, most of the already said reasons I've used for campaigns.
For fast one-shots I usually let the players roll on this table. (For the table itself you need to scroll down a bit). This way players at least have 2 connections.Demiliches. Why'd it have to be demiliches?
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2013-02-06, 09:51 AM (ISO 8601)
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- Jun 2008
Re: Must Have Drawn The Short Straw
Ditto this.
There's no reason the players can't be asked for this, really. Plus, it can be a good way to get a bead on what they want out of the game.
FATE systems make use of this--your character is created via a series of Phases, and some of those Phases involve being part of (in a minor way) another character's previous ventures.
Also, for quickrolled relationships, you could leverage Tenra Bansho Zero's Emotion Matrix (the first link on the page). You roll a d66 (i.e., 2d6, one of them is pre-designated as the horizontal axis, one of them is pre-designated as the vertical axis), and that tells you what your character's gut reaction to another character is. Now, you're more than able to modify that, but it makes a really great starting point.
"Emotion....Thirst for your blood. Well, that's interesting."Last edited by CarpeGuitarrem; 2013-02-06 at 09:53 AM.
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2013-02-06, 10:21 AM (ISO 8601)
- Join Date
- May 2011
Re: Must Have Drawn The Short Straw
I'm finding in the PbP games here, players are largely expected to write their backstory in a way that gets them into position.
In real life, our longest-running games involved all our characters working together out of self-interest. By example, a Forgotten Realms game where they all were after self perfect/wealth/fame and working with each other let them work towards that goal.
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2013-02-06, 10:22 AM (ISO 8601)
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- Jul 2011
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- Denver
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Re: Must Have Drawn The Short Straw
I like their initial team up to be one of necessity in a desperate situation. Starting off session one with an invasion or some super storm or something similar that forces people to work together to survive. Then I use some plot device to explain why these people are the ones who are responsible for doing XYZ.
Of course, I don't like telling them how to achieve XYZ or in what order or who to ally with, so if the party disagrees on how best to achieve the goal they have to achieve they might split up anyways. Campaign I'm running right now started off with the group being hunted by this super powerful org. They were all attacked at the same time and so fought them off together. They never really stopped being hunted, and plot wise for the first few sessions the only real goal was 'survive.'Homebrew PrC: The Performance Artist
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2013-02-06, 11:36 AM (ISO 8601)
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- Dec 2011
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- In a land far, far away
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Re: Must Have Drawn The Short Straw
Hmm, well in my latest campaign the setup was something like this.
Party paladin is traveling about a land foreign to him and searching for a purpose when he comes along this village.
Party ranger is fleeing her homeland because she is possibly being hunted, and stops in this same village for rest.
Party wizard is an alchemist on the side, and has stopped in the village to see if he can sell his wares.
Party bard is a roamer and rambler, and stopped in the village because he saw there was a huge party going on.
Party barbarian is the village blacksmith.
Everyone meets, gets to know each other, and bands together for a common purpose (in this instance, rescuing a kidnapped baby).Yes my name is misspelled. No I don't care. There, problem solved.
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2013-02-06, 12:17 PM (ISO 8601)
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- Apr 2009
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- Germany
Re: Must Have Drawn The Short Straw
In my games the PCs aren't a loveable bunch of misfits. I start almost every campaign with asking the players to come up with a background for their group first, and then start working on their characters second.
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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2013-02-06, 01:13 PM (ISO 8601)
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- Dec 2011
Re: Must Have Drawn The Short Straw
I know this isn't really what you're looking for, but one of things I've always been told in my writing is that you should really start a story at the point where the adventure begins. IE, if the story is about a bunch of adventurers trying to take down an evil warlord, it should start when the characters start trying to take down the evil warlord.
If the backstory doesn't directly affect whats going to happen, there's not really a need for it. Let the players roleplay it as it happens.
If the story requires the players to be a squad of soldiers in the army that is fighting an Evil Warlord, let the players figure out how they got in the army. Let them tell each other as it becomes relevant.
When you start a new job, do you know everyone around you's work history? No, you learn that as it becomes relevant.
Basically, they ARE together. Thats what important. Let them figure out why.
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2013-02-06, 01:28 PM (ISO 8601)
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- Jun 2012
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2013-02-06, 01:33 PM (ISO 8601)
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- Feb 2006
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Re: Must Have Drawn The Short Straw
These two. Put the characters in a situation, then toss the ball back in their court and ask them what they're doing there. This is exactly how the most recent campaign I was in started, actually; the DM told us we were each traveling as part of a caravan and prompted us to say why.
This also has the advantage of handing the DM ready-make hooks for adventures beyond whatever is about to happen when the campaign starts. If one person is in the caravan as a guard, sure, whatever. But if another is traveling to the city ahead in order to hire on with Baron Von Lastname, or to do some research at the Great Library about spirit-talking, you've got stuff to work in later at no cost to you. Same is true if they are starting in a dungeon, or in the army, or are tossed up together on a beach as the only survivors of a shipwreck: if the players provide you with context about what they were doing there, it gives you something to build on.
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2013-02-06, 02:30 PM (ISO 8601)
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- Dec 2007
Re: Must Have Drawn The Short Straw
I'm a fan of just letting them tell me how they know each other. As they discuss it more and more, the background of the group becomes more fleshed out. Player A and Player B become siblings, Player B and Player C become former child hood friends that are now semi-rivals, Player D is chasing Player C because he/she is smitten with him/her, and Player E is some newcomer mercenary that no one knows or trusts just yet.
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2013-02-06, 03:34 PM (ISO 8601)
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- Jan 2012
Re: Must Have Drawn The Short Straw
"Everybody wakes up together in an Inn room, naked and with a massive hangover. Your clothes are scattered about the room, and there is also a goat and a monkey there as well, along with many, many empty bottles of ale."
... At least it's original!
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2013-02-06, 04:04 PM (ISO 8601)
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- Sep 2010
Re: Must Have Drawn The Short Straw
I find the old, "I don't have time for this. The responsibility to figure out why you are together as a group is yours, not mine, so figure it out or the game is off," to get the job done.
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2013-02-06, 10:26 PM (ISO 8601)
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- Jun 2011
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Re: Must Have Drawn The Short Straw
Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.
Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity
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2013-02-06, 11:14 PM (ISO 8601)
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- Apr 2010
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- London, EU
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Re: Must Have Drawn The Short Straw
It's a d666 — Hmm, that was unexpected.
π = 4
Consider a 5' radius blast: this affects 4 squares which have a circumference of 40' — Actually it's worse than that.
Completely Dysfunctional Handbook
Warped Druid Handbook
Avatar by Caravaggio
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2013-02-06, 11:59 PM (ISO 8601)
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- Nov 2009
Re: Must Have Drawn The Short Straw
I don't really bother with "why are you together" because to me it's such a stupid question. Sure it works for literature where the author needs to contrive to get everyone in the same spot, realistically, most social and work groups form by simple and random connections. Seriously, the next time you're out with a group of friends, look around and as yourself "why are we all together" and realize what a silly question it is. You're all together because somehow you all met at least one other person in the group and you shared some common interest. Assume the same is true for your characters and move on to more important things, like looting some dungeons.
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2013-02-07, 12:19 AM (ISO 8601)
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- Mar 2010
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Re: Must Have Drawn The Short Straw
D66 is still the accepted shorthand, so hush.
This is pretty true. An advantage for just assuming that everyone's met in some not-too-important way is that it allows the group to find a comfortable dynamic without being burdened with "Well we met via X, so we should act Y." It also saves you work and the campaign time.
Another thought to chew on: Good players can be relied upon to create "serendipitous" ways for their characters to tag along with one another. John mentions he hates Steve, and Bob adds that Steve is an *******. Ten minutes of conversation (roleplayed or not) later, they're fast friends. Bob and Dave have a fistfight in the street. No matter who wins, they come out of it with mutual respect for one another and agree to work together in the future.. In mixed-gender groups this is especially easy: John asks Jane out to drinks. Bam: instant, plausible connection. Once the characters know one another, let them convince each other to come along on the grand quest for whatever reasons they can come up with-- even if that's just enjoying their company (which has literally been the only motivation for keeping parts of a party together in a few cases I've seen).Last edited by Jack of Spades; 2013-02-07 at 12:29 AM.
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2013-02-07, 01:03 AM (ISO 8601)
- Join Date
- Feb 2011
Re: Must Have Drawn The Short Straw
Tell the players to choose to play characters who want to play. Players control their characters, not the other way around. If a player desires a drama queen character who laments having to leave home and requires direct interest motivation for why even bother going on the adventure, tell him he's right, there is no motivation, the character stays home and lies around the grass all day. Please make another character or go home.
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2013-02-07, 01:07 AM (ISO 8601)
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- Jun 2008
Re: Must Have Drawn The Short Straw
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2013-02-07, 01:38 AM (ISO 8601)
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- Jun 2011
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Re: Must Have Drawn The Short Straw
Projects: Homebrew, Gentlemen's Agreement, DMPCs, Forbidden Knowledge safety, and Top Ten Worst. Also, Quotes and RACSD are good.
Anyone knows blue is for sarcas'ing in · "Take 10 SAN damage from Dark Orchid" · Use of gray may indicate nitpicking · Green is sincerity
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2013-02-07, 01:57 AM (ISO 8601)
- Join Date
- Feb 2013
Re: Must Have Drawn The Short Straw
Sometimes you'll get lucky and the players will connect the characters themselves. This is why I can't recommend enough the practice of devoting 'session 1' to character creation. Having everyone in the same room talking out their backgrounds while they fill out a character sheet often causes a lot of "Oh cool! What if my guy and your guy were..." conversations.
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2013-02-07, 02:36 AM (ISO 8601)
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- Jul 2011
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- Denver
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Re: Must Have Drawn The Short Straw
Character creation is usually a weeks long process in my games. The players have time to discuss things amongst themselves individually and the DM has time to meet with everyone, sometimes more than once, about their character personally before the campaign starts. There are usually lots of character links and I am able to craft a plot based on the specific characters themselves.
Homebrew PrC: The Performance Artist
Avatar by Kymme