Leaf by Niggle

Leaf by Niggle
Showing posts with label dms help. Show all posts
Showing posts with label dms help. Show all posts

Thursday, November 10, 2016

How to Gather the Party

Starting a new RPG group?

Everybody's level 1 and comes from different races with classes and different backgrounds--it can be hard to know how and why they're all together. "You're all in a tavern" is a little cliche, but beyond that it makes me have questions: my character doesn't drink alcohol, so why am I here? How come we're sitting at the same table? I'm xenophobic (or a dwarf or and elf) so I wouldn't even talk to a dragonborn (or an elf or a dwarf). I'm a druid who never steps foot indoors, was I drugged--and if so, who drugged me? It can be hard to offer proper impetus. And... contrary to what some people believe--internal logic matters. The more you can defend your backstory & life up to this point helps you play your character truly, and the more you believe it yourself. So... if the tavern is too cliche, how do I bring the entire party together?


  1. This sounds like a cop-out, but I don't think so. Consider having your players come up with the reason why they know each other. Sure, it's less in-game discovery, but they may be better at figuring it out than you are on the spot, or with minimal forethought. Yeah... it will give a little extra information on each character, and sometimes things that are more fun to have been discovered through the game as a whole, but it is probably the simplest, cleanest way to gather the party.
  2. Start them in a guild or guild co-op. You have a rogue in a thieve's guild, a wizard in a wizard's guild, a cleric in a holy guild, and a monk in a monastery. Each guild chief has designated the player characters as a prime candidate for a co-op mission which stands to benefit all involved (or perhaps just one... and the guild chief persuades the PC to rig the situation). A theft has been committed by someone in the thieve's guild against the church; and said thief is known to have an accomplice of a wizard. Or perhaps they're all in a much more general "Adventurer's Guild," and can take jobs from the board.
  3. Conscript them into the army. There's war brewing and the kingdom has instituted a draft. Their names have been called and they've been put into a contingent together.
  4. Some cataclysm has occured, and amidst the rubble they discover only one another standing. Perhaps a dragon has decimated the city. Perhaps an arcane fog has transported them to a realm unknown, and after they each fight their way against hidden foes, the fog clears to reveal one another surrounded by strewn bodies of monsters and townsfolk.
  5. They've been captured, and all (minus one) suffer from memory loss. They're being carted to a strange region, or they're in a cell.
  6. Each PC receives a summons from the king of the realm. They've been recognized by their individual renown and capabilities. After undergoing certain trials they will be the king's legion.
  7. Meet individually with each player and build up a few years of their backstory. Then guide them along until they encounter [next PC]. Break the session until you can have both players present, and let them roleplay it out... just beware: many PC's are trigger happy, and you may have a fight on your hand. If you do, I suggest introducing some bigger threat (e.g. monster or natural disaster) which forces them to fight together. (I should note that even after doing this, I have had PC's run another through with their sword... despite the giant bat humanoid attacking them both.)
  8. Introduce prophetic dreams, or better yet: character-specific revelations. The wizard might consult the stars, the paladin might receive vision from his god, the rogue might discover a ledger of names, the druid might drink tea and read the leaves, the monk might sense an inner peace when they come across an individual, the ranger might have been spoken to by a bear, the warlock might hear his patron's demand.

Of course you may have one character who doesn't easily fit into these parameters. They may be a wildborn druid, and outlander barbarian or ranger, a hermit wizard, or a sage monk. They may have such qualities as prohibit them from being with the party in the outset: a religious supremacy complex, xenophobia, charisma 3, or something else obscure and difficult. That shouldn't preclude the rest of the party from joining together and discovering the final member of your party down the road. Just remember, you as the DM/GM will have to provide enough impetus for the outcast: what will they gain for joining? What are they willing to risk? Would they be willing to give their life in search merely of treasure? Or would have to be an ancestor blade they'll discover? Did their comrade just die, and they simply want new friends?

Gathering the party is one of the more difficult story elements to conjure because each player character has such a particular perspective for their character's life. And while it's true that they may not recall their first moments as a party, it holds a lot of potential for determining their bond as characters and the direction of the story. If they get together simply because they know they're supposed to... what does that say of coming encounters? If one of them falls unconscious, shouldn't they're character be just as likely to loot their body and finish them off?

What about you?
How have you gathered the party? How have you been gathered?
What worked well? What went awry?

Leave it in the comments.