• Limerance@piefed.social
    link
    fedilink
    English
    arrow-up
    40
    ·
    24 hours ago

    I love playing in a group where the characters have a common backstory. It enables so many opportunities for role playing and storytelling. A married couple with in-laws or other relatives, family connections have great dynamics. A group of former slaves, who bought their freedom. A troupe of artists on tour. Delegation of athletes. All from the same village. Fans of the same football team.

    • apotheotic (she/her)@beehaw.org
      link
      fedilink
      English
      arrow-up
      1
      ·
      3 hours ago

      This is why in every game I am a part of now, if the GM doesn’t take the initiative to do so, I message the other players to figure out who my character has connections with, why, for how long, etc. I can’t stand to have another “you meet in a tavern”.

    • jjjalljs@ttrpg.network
      link
      fedilink
      arrow-up
      19
      ·
      23 hours ago

      Yeah I don’t think I would happily play another “and then you all meet for the first time and work together” game unless it was like intentionally subverting the trope. It adds so many problems and suspension of disbelief problems.

      • Eufalconimorph@discuss.tchncs.de
        link
        fedilink
        arrow-up
        3
        ·
        5 hours ago

        I think it depends on why you all meet for the first time.

        You’ve all seen an “adventurers wanted” poster, gone to the listed address, passed the interview, and been hired? Fine.

        You all randomly meet in a tavern, hear a rumor from one of the locals, and decide to work together with complete strangers? Stupid.

        You’re all agents of the authoritarian wizard king “Friend Wizard”, assigned to enforce their authority. You’re also all members of different prohibited secret societies with secret missions to steal from & sabotage Friend Wizard. If you die Friend Wizard will resurrect you, the first 6 resurrections are free and more 6-packs can be purchased. Your DM is running Paranoia in D&D, wacky hijinks will ensue. Silly.

        • jjjalljs@ttrpg.network
          link
          fedilink
          arrow-up
          2
          ·
          5 hours ago

          No disagreement here.

          I realized when reading one of the other comments that my similarly sized complaint is it creates a lot of potential for problems at the game level as well as narrative when people make their characters in isolation. I kind of assumed that comes packaged with “and you all meet in a tavern”.

          Like, everyone makes a fighter and shows up to session 1. The dm’s going to have a head scratcher thinking about balance, and some players might be annoyed they don’t really have a niche of their own. A weird party like that can work, but it’ll be a happier experience if folks talk about it ahead of time.

          • ZombiFrancis@sh.itjust.works
            link
            fedilink
            arrow-up
            2
            ·
            3 hours ago

            A group of fighters is actually not a half bad setup, but requires a group that enjoys a focus on combat tactics. I played a few bits of a no magic campaign before. We all started with shields and spears as a military unit and then were allowed to multiclass from there without penalty into another martial class.

            It was all agreed upon beforehand though.

      • 🔍🦘🛎@lemmy.world
        link
        fedilink
        English
        arrow-up
        4
        ·
        edit-2
        6 hours ago

        A few months ago my wife and I were on vacation in Peru and we got kicked off our flight through no fault of our own, along with 5 other strangers. We spent hours in the airport working out logistics of getting home, getting reimbursed, getting hotels/meals, etc. At one point, they suggested to one of the women to take an uber to the hotel (this was around 3 am) and she said “I’m not going out into the city without anyone I know, you’re going to send me with someone I can trust.” We had only met hours ago, but our shared predicament gave us unity.

        A D&D party trauma bonding over some initial catastrophe is honestly realistic. So, if you meet up for a job and it goes badly enough, you’re essentially family!

        • jjjalljs@ttrpg.network
          link
          fedilink
          arrow-up
          2
          ·
          5 hours ago

          It can work, as clearly shown by your rather wholesome example and many people’s games. But it’s also leaving a very large surface area for problems. Unlike real life, you can just avoid that by making your characters together.

          Maybe I should have said in my previous thread that while the “you all meet for the first time” is kind of cliché, there are more serious problems at the game level. And like it can work if everyone makes a fighter, but you can also make everyone’s lives easier if you discuss up front.

      • Limerance@piefed.social
        link
        fedilink
        English
        arrow-up
        21
        ·
        22 hours ago

        The last game I played started with one party member‘s birthday party. Everyone gave a little speech reminiscing about past experiences they had together.

        The adventure began, when the party was interrupted by the bad guys.

        • jjjalljs@ttrpg.network
          link
          fedilink
          arrow-up
          7
          ·
          19 hours ago

          I think the best game I’ve done started as “it’s a DND world and you’re a band on tour”.

          It started with a simple “the bridge is out on the way to your next show”, then there was a battle of the bands, a sketchy record label, and then the players organized a recall of the mayor that was in bed with the capitalists. That game went great places.

          • redhorsejacket@lemmy.world
            link
            fedilink
            arrow-up
            3
            ·
            6 hours ago

            Oooo! Reading recommendation for you, if you’re not aware of the title: Kings of the Wyld by Nicholas Eames. The author said that he envisioned the various roles musicians tend to take in a band, and he mapped those stereotypes onto an adventuring party. So, the hot-headed character wielding an enchanted axe is the lead guitarist, the sword and board tank is a bassist, the rogue dual-wielding daggers is a drummer, the mage is a keyboard/synth player, and so on. The conceit is moreso for flavor and world-building than actual plot motivation, so these analogies aren’t necessarily explicit, but it’s still a fun set of character dynamics to hang an adventure story on.

    • macmacfire@lemmy.ml
      link
      fedilink
      arrow-up
      9
      ·
      24 hours ago

      This is part of the reason I love Monster of the Week. Unlike in many TTRPGs, the default expectation is that you all have a common backstory.