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Subject: Uniting Characters

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orcmonk220
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06/11/2006 3:52 AM  
Hi
Just curious as to the method used for uniting characters (for example, the beginning of the PDF 'A Dark and Stromy Night' on the WotC site). Would you first deal with one character, then maybe two travelling together, etc?
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Wayne
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06/11/2006 10:40 AM  
I usually use a two part method:

(1) I require every character to have a "hook" in his or her background to at least one other character. The hook has to be strong enough for the characters to engage in risky business (like combat) for each other. I simply do not allow "lone wolf" characters; if your character can't or won't work with a group, go write a novel about him. Meanwhile, design a new character.

(2) I give each character (or group of characters travelling together) one very strong, but usually different, reason for engaging in the first adventure.

Honestly, after this first adventure, the players bear most of the responsibility for figuring out why they stick together. If they want to play D&D, they need to step up to that responsibility.

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bigbadjon
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06/11/2006 11:01 AM  
The easiest way is to start the group together. I usually go with they all grew up in the same town or went to the same school. If you are replacing a dead character then Wayne's way is a good one. Sorry if my way is generic, but it gets your players into the fray alot faster.

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Lachlarlan_the_Mad
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06/12/2006 4:43 PM  
A simple, yet engaging way to get all your PCs together.

They're all green to the adventuring career. Each of them reads a notice by the town's magistrate on/in the town's post and decide to check it out.

There is a line of prospective adventurers each of the PCs is present, but unaware of the others. One by one, they each receive an audience with the magistrate.

At this point, the magistrate will ask what their names are, what their preferred professions are, and how long each has been adventuring. Note, the PCs aren't in a group at this point, but asking them all at the same time saves time.

Later, each is contacted by an aide of the magistrate, who tells them they've received the job. Once again, the PCs aren't together, but off doing their own things.

Next morning, they all assemble at the magistrate's office, meet for the first time, and begin a lengthy adventuring career together.

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Acolyte
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06/12/2006 4:56 PM  
A slightly generic, but surprisingly effective method has always been the combat encounter. You could have the new character(s) first come across the party while they are in mid-combat... New character joins in melee, bad guys all die, everyone hugs, adventuring resumes.

This tactic becomes particularily useful when there is the need to introduce only one or two adventurers into the main group.

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cyderakk
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06/12/2006 11:28 PM  
I always enjoyed the: Characters roads crossing in a tavern of a story-pivotal town. The characters also have their respective backgrounds but they usually intersect in a tavern.

Somtimes just to mix it up i'll do the chance meeting in an encounter on their way to a summons by a city Lord or king.

Then theres the "Be Creative" hook. Whatever comes to mind at that very second.....This option requires plenty of sleep the night before Dm-ing because if your tired its a pain in the butt trying to get the creative juices going.


Later

orcmonk220
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06/13/2006 4:58 AM  
quote:
Originally posted by Lachlarlan_the_Mad

A simple, yet engaging way to get all your PCs together.

They're all green to the adventuring career. Each of them reads a notice by the town's magistrate on/in the town's post and decide to check it out.

There is a line of prospective adventurers each of the PCs is present, but unaware of the others. One by one, they each receive an audience with the magistrate.

At this point, the magistrate will ask what their names are, what their preferred professions are, and how long each has been adventuring. Note, the PCs aren't in a group at this point, but asking them all at the same time saves time.

Later, each is contacted by an aide of the magistrate, who tells them they've received the job. Once again, the PCs aren't together, but off doing their own things.

Next morning, they all assemble at the magistrate's office, meet for the first time, and begin a lengthy adventuring career together.



That'd work perfect for me, as I'm doing a townfolk-disappear, anybody-who-wants-to-investigate type idea.
Cheers

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Fearfrost
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06/14/2006 4:17 PM  
The tried and true "LOTR way" they all get summoned and sent on a quest. Then as Wayne said they really need to come up with their own reasons for staying as a group which shouldn't be too hard.

I also like having a "hook" that connects two characters. My brother and I played characters that were half brothers he had a human mine was half-elf. It was a streach but we managed to pull it off[:)]

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TemplarSaint
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06/14/2006 9:47 PM  
In my last campaign, the group lived in the same town and the town required all able-bodied adults to serve in the militia. Voila, the characters began their careers as squadmates. There was, of course, a provision that allowed citizens to buy their way out of serving by paying an annual stipend. Voila, the group can now go adventuing wherever they like.
I was going to do something different in my current campaign, but then realized how seldom we would all be together (one couple building a new house, one couple having their first child and one player is a waiter), so I came up with a set-up that would give me the excuses for lots of changes. So, the party is a squad again. Regular army, this time. Third Squad, Carrack Dragoons, to be precise. If someoe dies, a new member is assigned. Somebody leaves the group or wants a new characters, the old PC becomes cadre for a new squad. Someone out for a night? They get detailed to guard duty, reinforcing another squad or some other special assignment.
It's not creative, but it is effective.

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driordan
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06/18/2006 2:53 PM  
quote:
Originally posted by TemplarSaint

In my last campaign, the group lived in the same town and the town required all able-bodied adults to serve in the militia. Voila, the characters began their careers as squadmates. There was, of course, a provision that allowed citizens to buy their way out of serving by paying an annual stipend. Voila, the group can now go adventuing wherever they like.
I was going to do something different in my current campaign, but then realized how seldom we would all be together (one couple building a new house, one couple having their first child and one player is a waiter), so I came up with a set-up that would give me the excuses for lots of changes. So, the party is a squad again. Regular army, this time. Third Squad, Carrack Dragoons, to be precise. If someoe dies, a new member is assigned. Somebody leaves the group or wants a new characters, the old PC becomes cadre for a new squad. Someone out for a night? They get detailed to guard duty, reinforcing another squad or some other special assignment.
It's not creative, but it is effective.



On the contrary, that's very creative and it's a great way to handle an inconsistant group. Kudos.

I think you and Wayne have come up with the two best ideas on this thread, each near perfect for a different kind of group. Pardon me while I steal both ideas. ΖD]

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06/19/2006 7:28 PM  
I have in various campains used the idea of membership in a guild i.e. bounty hunters, monster hunters, MIB,Thieves or fighters guilds.

It helps because there is a constant source of adventure.
People can go on one mission but not on the other if you have an inconsistant group. Finally it makes adding people very easy.
You can have each of their jobs link clues to the larger plot and also provide a "guild notebook" to organize all the clues they find.

happy gaming,

myk

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