DM: "You're in a bar, sitting at a table when SUDDENLY..."
Ah the classic start.
So with this new campaign i have a few options on how to have the characters come together over all. The actual immediate beginning is established in the pre-written module and i think the beginning is funny so i'm going to keep it.
For overall reason to come together some options are:
1. PCs came to Falcon's Hollow while guarding a merchant caravan
2. PCs were born and raised in Falcon's Hollow and now that they are of age, look for something beyond the sawdust and petty intrigues
3. PCs are wandering souls who came this way overland and upon spending the night the next morning check the commotion in town
Or some combination of these. I wouldn't mind if there was a mix of these reasons. Everyone will be tied in altogether soon enough! :D
This has always been a problem for me: coming up with a reason why the party is together. On the one hand you don't want to railroad everyone (well, I don't) but on the other hand there needs to be some rationale that this group of people has come together to risk life-and-limb for one another. More importantly, why would they continue to do so adventure after adventure? In addition, how do you work in a group loyalty with replacement characters?
ReplyDeleteThere are ways, of course (the best I've found so far is to have all the PCs working for the same guild/noble house/church/etc.), but I'm always interesting in hearing other ideas.