Then the DM clears their throat and says, "So, you're all at the tavern..."
Gods above, pour me something strong... |
This is why I would recommend that all the dungeon masters out there try something new for your next game. Rather than just collecting a bunch of individuals and slapping them into a situation where you hope they form a party, actually work with your players to create a party identity and structure before the game ever gets started.
Who Are You, as a Party?
Generally speaking, players know who their characters are as individuals. Sometimes their characters know each other, or have background ties, but that's not the same as being a party with its own unique identity that character can be a part of.
The black flag approaches. That can only mean one thing... |
Some of the things you should ask are:
- What is their collective name? (The Companions, The Black Ravens, etc.)
- What are they known for?
- What are their uniforms like (if any)?
- Who or what are they associated with?
- What are their colors, banner, symbols, etc.?
- What are their traditions? (particular salute or battle cry, tattoos, rite of passage, etc.)
- Do all members boast a particular skill set, weapon, etc.?
- Do you have a creed, a ship's code, or something similar?
Even if the party is just a small group, giving them a name, a shared ideal, and a purpose can make a big difference in how the players think of the party as a whole. Because at that point the idea takes on a life of its own, and it becomes a part of every individual character's story. They now need to know not just who they are, what they do, what their goals are, things like that, but also how they came to be a part of this fellowship, and what it means to them as a member.
For those who are looking for some inspiration for the above categories, you might want to check out some of my other supplements for examples:
- 100 Fantasy Battle Cries (and Their Histories)
- 100 Knightly Orders
- 100 Gangs For Your Urban Campaigns
- 100 Fantasy Guilds
You Can Do This With Practically Anything
Whether your party is a group of bandits or a crew of pirates, a squad of special investigators for the town guard, a gang of thieves who commit daring heists, or something more akin to the Justice League or the Legion of Doom, giving the party a real identity can make a big difference when it comes to cohesion and teamwork.
The important thing to remember is that you can make this as big, or as small, as you and your players want it to be.
Welcome to the Reapers, kid. |
On the other hand, you could go small. The party could be a bunch of freelancers out for themselves, banding together against a greater threat. Perhaps they pick up the banner of a mostly defunct order, each of them knighted by the last member of the order who now lies on his deathbed. Perhaps each of them has earned a reputation in their own right (check out Character Reputation in RPGs: The Small Legend for more on this), and so they come together in order to be more than the sum of their parts. Perhaps they take some kind of blood oath, or make a vow before one another and the gods, and this binds them together.
Whether you go big or small, though, let your players know you want this kind of bond in-game, and if it has to take a particular form. Some players might want free rein to create their own miniature council of vigilante heroes, while others might prefer something more generic like, "Please design characters who can fulfill the role of watch detectives," but without specifying what class they should use, or skills they should take, to fill that role. You could do the same thing by asking your players to put together a fantasy band (like one of those found in 100 Fantasy Bands by yours truly), without dictating class and skills one needs to round out this group of entertainers!
In closing, this strategy is not universal. There are going to be some tables who don't like it, or some games it actively won't work with. However, if you've noticed that players have trouble remembering they're part of a team, or if after the initial adventure the PCs all scatter to the winds because there's nothing binding them together, I'd recommend giving this approach a try.
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That's all for this week's Moon Pope Monday!
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