Showing posts with label origin. Show all posts
Showing posts with label origin. Show all posts

Tuesday, January 3, 2023

How Does The Party Know Each Other? (5 Suggestions)

I've said it before on this blog, but TTRPGs are a team sport. With very few exceptions these games tend to be about the players working together toward shared goals, and attempting to reach the end of the narrative. Sometimes they succeed, and sometimes they fail, but the idea is that they should all be on the same bus, and at least heading in the same general direction.

Objective sighted!

However, one obstacle to cooperation at the table is creating characters in a vacuum. While experienced players may know how to form a party quickly when they first get together, sometimes it's easier if you start out as a team. But that isn't always one's first reaction, especially if they're used to, "A bunch of strangers meet at a tavern," kind of scenarios.

Before we get into the nitty gritty this week, don't forget to sign up for my weekly newsletter to get all my updates right in your inbox. Also, if you've got a bit of spare cash that you'd like to use to help keep the wheels turning, consider becoming a Patreon patron!

Lastly, to be sure you're following all of my followables, check out my LinkTree!

So, How Do You All Know Each Other?


If you want to begin the game as a cohesive unit (or at least a group of individuals that is on their way to becoming a cohesive unit), I'd suggest giving some of the following options a try! These are not your only choices, obviously, and choosing any of these options is going to require buy-in from fellow players at the table in order to make things work, but if you all decide to work within a given idea it can help simplify a lot going forward!



- Family That Slays Together, Stays Together: The members of the party are all related in some way. This might be a clan of farmers from the edge of a monster-infested wood where just growing crops basically makes you an adventurer, or a band of orcs who are out to fight for their tribe's gain. The party might all be descendants of a particular dragon (or a particular bard), or they might all have some elven blood in them, allowing for multiple generations to quest together. Found family fits into this one, as well, for those who have a more diverse family makeup!

- Take Your Show on The Road: For this particular instance, the party isn't made up of your typical "adventurers". Instead you are some kind of traveling show, performers, or competitors. For example, you might all be part of a circus, with the sorcerer as a stage magician, the barbarian performing acts of great strength, and the bard as your ringmaster. The party might, instead, travel to tournaments as a fighter (or fighters) and their entourage, putting on a display of skill and showmanship. The PCs might even be part of a band, with each member taking on a different role from lead singer, to drums, to pyrotechnics and special effects. Those looking for inspiration might want to take a look at 100 Fantasy Bands if the last option seems particularly appealing.

- Servants of The Same Master: Whether you're all part of a church, a free company of mercenaries, a military organization, or even a secret society that keeps its true intentions hidden away from the public, this is one of the more flexible options. Those who choose this path may not know one another personally, but they've probably heard of each other through the grapevine if they haven't served in the field together before, as I mentioned in Reputation in RPGs: The Small Legend. If you're in the market for potential organizations the PCs might all be working for (or even organizations they're opposing in your campaign) then you might want to check out: 100 Secret Societies, 100 Fantasy Guilds, 100 Knightly Orders, and 100 Random Mercenary Companies!

- Champions of The Same Cause: For those who've played the Curse of The Crimson Throne adventure path, this is the theme used by that campaign's character traits. Everyone in the party has suffered at the hands of a particular gang leader, and they have come together at least partially out of a need to provide Gaedran Lamm his comeuppance. While pettiness and vengeance are perfectly functional as causes, the PCs might desire to save their hometown, to oppose a particular force, or to find a given set of lost treasures. If the characters are regional champions they might even form a kind of fantasy Justice League, with their particular foes forming an Anti-Party as a Legion of Doom, which can be a useful tool for the GM.

- Close Comrades: Sometimes the simplest explanation is the easiest to choose; the party are already friends. Maybe they grew up in the same corner of the world, or they were thrown together in earlier adventures. Perhaps they met at university (or at least while some members of the party were at university), or their families all knew one another. While a casual background, this one can often make for a strong start as players work out how they met, what their friendships were like when they were younger, what parts of their lives the party members shared with one another, and what things are still hidden, waiting to be revealed as the story goes on.

These are just a handful of ideas to get your brains turning, and your ideas forming. And, of course, you can always make combinations to rope in different parts of the party. Perhaps the fighter and the barbarian met on campaign, and the fighter grew up in the same dale as the druid. So the fighter is now the connection between the forest hermit and his old war buddy, providing an easier connection between them. The elven ranger might be the druid's godmother, stepping in to help as needed when things go wrong in the region. And so on, and so forth.

As with everything else, however, this is just a suggestion. Your mileage may vary, but if you haven't tried this approach before, consider giving it a go!

Like, Follow, and Stay in Touch!


That's all for this week's Moon Pope Monday. To stay on top of all my content and releases, make sure you subscribe to my newsletter at the bottom of the page!

Again, for more of my work, check out my Vocal archive, and stop by the Azukail Games YouTube channel, or my Daily Motion channel!. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my latest short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!

Sunday, October 20, 2019

Do Content, Happy People Hunt Dragons? (More on Character Backstories)

Take it in. Digest it. This is what we're talking about today.

If you're on gaming forums, chances are you've seen this particular image already. Honestly, for the first week it made the rounds I saw it ten or twenty times a day, typically with conversations attached to it going into hundreds of comments in length. While I avoided participating in those conversations, there was a regular theme running through them that I wanted to talk about. That theme essentially being that only the disturbed, the damaged, and the deranged would ever choose the life of a professional adventurer.

And sure, any dangerous profession is going to have its share of thrill-seekers, rage cases, adrenaline junkies, and people who simply can't function in "normal" society. However, by and large, I think that a lot of folks focused on the wrong part of the issue.

The issue isn't that people who are well-adjusted/happy feel no need to go on adventures... it's that people who are content don't.

Never Be Complete, Never Be Content


In the scenario above, Jerry clearly has his life together. He's got a new bride, and a winery he's running that's making him a good living. The impression we get is that this was his goal all along. He's achieved a thing he wanted, and that for him to then leave that all behind to go hunt vampires would be an act of existential madness. Especially if said vampires are not actively trying to attack his spouse, or ruin his business, as those are clearly the things he's put his time into building up.

No, Alexi, for the last time, I'm not taking over the hunter's trade. I don't care what my father wants!

The issue here is not that the character in question didn't have a traumatic childhood filled with darkness, horror, or tragedy... but that what they want to achieve is not in line with the goals of an adventure. And sure, as I said in Why So Many Sad Backstories?, the easy way to change that is to slap the character in the face with something that makes it personal. It is, however, far from the only way.

So what you need to ask is not, "Why would this character avoid the adventure?" Instead, try asking, "What ambitions or goals does this character have that are fulfilled by following this plot?"

Avoiding Doom and Gloom (But Not Magic and Mayhem)


Let's get back to Jerry. Jerry is enjoying his winery's success, and his wife is pregnant with their first child. He's relaxing by his own fireplace, his feet up, and a glass of the last winter grape that went into the barrel the first year he was in business. Life seems pretty good, all in all. There's nowhere he'd rather be, and he's worked hard for this.

I'm sorry, my friend... we need your help.

But when Alexi comes calling to his home in the dark of the night, Jerry can't just send him away with a clear conscience. Not when he knows he can help. Vampires stalk the countryside, and if Jerry turns a blind eye to this problem now, his family will be safe. Tonight, at least. But maybe tomorrow night, or the next harvest moon, this black sea will be lapping at his doorstep. And by then, it won't be a problem that one man with a stake and his faith can solve... by then, it would take a holy army to turn back the tide.

He can't let that happen to other people. Not if he wants to sleep well, and be able to look his children in the eyes when they ask why he let other hunters bleed, and possibly die, in his place when he had the skills they sorely lacked.

The key here is that all characters need a motivation that speaks to who they are, and what they need. Take Jerry, for instance. He has good land, and one presumes a good home life. But in the scenario pictured, he also has the skills necessary to help hunt a dangerous undead monster that threatens the living. Why does he do it? Is it because, as stated above, he's a good person with a conscience that won't let him rest? Alternatively, is he actually missing the thrill of the hunt, and the feeling of danger that he had when he was still building up his foundation, or doing dangerous deeds to get the treasure he needed to acquire his land? Or, if we altered the location slightly, are the vampires threatening his land, their very presence souring his grapes even as they prey on his workers, and the townsfolk?

Because as long as the challenge being presented is going to pull on the character's motivations, hell yes they're going to become a part of it. Even if, from the outside, it would be far safer for them to stay at home and let some of the aforementioned loose cannons take the risk.

What Does Your Character Not Want?


Or, just as potentially useful, what does your character not want? Because if you're reaching for the low-hanging fruit, a character may go out on adventures for the money, for the fame, or because they feel it's their duty (or it's actually their duty, in the case of knights, officers of the crown, etc. sent to deal with demonic incursions, undead manifestations, etc.). But sometimes preventing an outcome you don't want to happen provides you just as much motivation as trying to bring about one you do want to happen.

Goddammit Alexi, you are NOT taking Igor on this mission. The kid's a glory hound, that's why. Let me get my coat...

As an example, say that a posse is being formed to cleanse the forest of the Cut Man's men (featured in 100 Random Bandits to Meet for those who are interested), and it's going to be led by "Hangman'" Sheriff Valdor. No, your character doesn't really need to get into the thick of things and clear out the bandits... but maybe he doesn't feel that stealing some silver from a few merchants means a man should swing by the neck without a trial, as Valdor's known to do when he decides a man is a bandit. The Cut Man, with his necklace of ears, needs to go... but the others deserve a chance to defend themselves in front of a judge. Or, if you want to sink it a little closer to home, perhaps you've got a niece whose lover runs with the gang, or a friend you parted ways with... they're on a bad path, but they can still be brought back. If Valdor leads a goon squad into the forest, though, all that's gonna come of it is fire and blood.

It's easier to have your characters do things because they want to (collect the bounty, get knighted, impress that NPC they have a crush on, kill the monster they have a personal grudge against, save their town from being wiped out, etc.) but it's important to remember that sometimes characters don't suit up because they want to. A lot of the time it's because they have an obligation.

Say your character is just living their life, enjoying time on the farm. They lived their crazy life, but they got land and a family to raise out of the experience, and they're okay with that now. But what happens when an old buddy from the army comes by, and calls in that favor they still owe? For that one time they took the rap, or stepped in front of a crossbow for them? Maybe your character has no interest in this supposed treasure, or in lost relics, but they owe a life debt, so they belt on their sword one more time to pay up. Perhaps you've been engaged in quiet study as a regional wizard, but when your dying mentor shows up and asks you to take up a task they couldn't complete, will you keep your word to them? Even though you left the church and its holy wars behind, is there still enough zeal in your heart to get you to stand in front of the defenseless one more time? Are you a vassal of the local lord, or perhaps the local noble yourself (A Baker's Dozen of Noble Families is a great place to start looking if this intrigues you), so the duty to investigate a rumor, or handle a problem, falls to you whether you will it or no?

Now, there's nothing wrong with a brooding character who still stares into the fire and thinks about the Black Tusk raiders who burned her village, or the sorcerer with a scar over their heart that never really stops hurting as long as their corrupt father is still alive, but the idea that these kinds of characters are the only ones you'll find out in the world is patently ridiculous. Because for every squad of amoral mercenaries working on their personal grudges, there are those in it for the thrill, for the fun, for the curiosity, for the greed, and even because it's their job.

Takes all kinds to make an interesting story.

Also, for those who are still scraping the barrel and wracking their brain, might I suggest checking out 100 Character Goals and Motivations to help jumpstart your creativity?




Like, Follow, and Stay in Touch!


That's all for this week's Fluff post! If you've used this in your games, share a story down in the comments!

For more of my work, check out my Vocal archive, and stop by the YouTube channel Dungeon Keeper Radio. Or if you'd prefer to read some of my books, like my sword and sorcery novel Crier's Knife or my recent short story collection The Rejects, then head over to My Amazon Author Page!

To stay on top of all my latest releases, follow me on Facebook, Tumblr, Twitter, and now Pinterest as well! To support my work, consider Buying Me a Ko-Fi, or heading to The Literary Mercenary's Patreon page to become a regular, monthly patron. That one helps ensure you get more Improved Initiative, and it means you'll get my regular, monthly giveaways as a bonus!