Parties with a Connection
The party meets randomly in a tavern and is sucked into
the adventure. This is probably the most cliché beginning to an adventure, but
it’s not that way because of the tavern. I’ve spoken about why the tavern trope isn’t a
bad thing, but what is most overdone about this start is that random folk are
just thrust into adventure right from the beginning with absolutely no
connection.
There are many ways to start an adventure with characters
that have knowledge of each other or come together for a reason instead of
being randomly thrown together. As much as I’ve enjoyed the random strangers
making the best of dire circumstance trope before – and I’m using it now cause
that’s how the Hell’s Rebels Adventure Path starts – it
isn’t my favorite. So what can we do to give our players some connection?
Childhood Friends
or Family
Having players who know each other from the get go,
either through friendship or relation is probably the easiest of all ways to
connect players together. I think one of my favorite instances of this is the Heroes of the Lance. Although they added a number of new characters
along their path, the initial group – except for two – were all childhood
friends who promised to return home on a certain date after each taking some
time to find themselves. This gives the added benefit of not only having them
know each other but allowing them some growth that the other characters may not
know so there is new stuff to learn about your friends.
I’ve run with this same idea twice before. Once I let the
characters not only be friends, but I built the whole town around their race
and class choices. This of course allows the players to fit directly into the
starting location. On another occasion I was just running modules but the
players all started from the same town and knew each other. They were looking
to escape small town life, which is usually easier if you have someone to run
off with.
One of the minor problems with this in Pathfinder at
least – and by extension D&D – is starting ages of fantasy races. It’s kind
of hard to be childhood friends when one race’s childhood lasts fourteen years,
one lasts sixty years, and one lasts one-hundred years. This can be worked
around, but it is something to keep in mind when making the characters for this
type of party.
Co-Workers
In some cases characters that have the same job can help
ease the thrown together by circumstance trope. They can still be essentially
strangers but they will have a reason for being where they are and doing what
they’re doing. In the Shattered Star Adventure Path all of the characters
start of as members of the Pathfinder Society sent to Magnimar for an
assignment. The players can make characters from pretty much any place that are
coming together for a purpose.
In the Rise of theRunelords game – in
which I am a player – our GM had all the characters start out as petty
criminals. Well, almost all of them, I was a member of the city guard being
sent away for sticking my nose where it didn’t belong. So to start the game I
am tasked with watching out over these “criminals” who are performing community
service by helping me deliver an item to the starting location and then
offering our services to the town.
I think something like this is also helped by a GM who
doesn’t start the game with an odd occurrence, like combat, that just drags the
players into the story. Allowing the players time to get to know each other
means they will be more invested in being together in the first place. Our
Runelords characters spent a day exploring the town together, getting to know
both each other and the people of the place we were going to end up defending.
There are other situations that have a similar dynamic to
being co-workers. Students come to mind as one of the major ones. The issue
here is whether they go to a school that teaches varied subjects and allows for
many classes, or if they are going to play a single class party. All wizards from a
school of magic could be interesting. Although most folk steer away from single
class parties I’ve had some fun with them and so have others I know.
Making parties that either already know each other, or
within the confines of the game have a chance to get to know each other
before the action starts opens up a lot of interesting role-play for the party.
It also makes it easier for the GM to tie people together to begin the
campaign. On a personal note, I find it limits that one player who makes the
misanthrope who always sits in the corner and says, “my character wouldn’t do
that.”
Do you prefer to have parties that are thrown directly into
the fray with nary a connection between them? Or do you like parties that have
some thread that ties them together? As a GM is one way easier for you to run?
As a player is one way easier to play? What kinds of intra-party connections
have you used in your game?
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