this post was submitted on 13 Apr 2024
27 points (100.0% liked)
rpg
3291 readers
67 users here now
This community is for meaningful discussions of tabletop/pen & paper RPGs
Rules (wip):
- Do not distribute pirate content
- Do not incite arguments/flamewars/gatekeeping.
- Do not submit video game content unless the game is based on a tabletop RPG property and is newsworthy.
- Image and video links MUST be TTRPG related and should be shared as self posts/text with context or discussion unless they fall under our specific case rules.
- Do not submit posts looking for players, groups or games.
- Do not advertise for livestreams
- Limit Self-promotions. Active members may promote their own content once per week. Crowdfunding posts are limited to one announcement and one reminder across all users.
- Comment respectfully. Refrain from personal attacks and discriminatory (racist, homophobic, transphobic, etc.) comments. Comments deemed abusive may be removed by moderators.
- No Zak S content.
- Off-Topic: Book trade, Boardgames, wargames, video games are generally off-topic.
founded 2 years ago
MODERATORS
you are viewing a single comment's thread
view the rest of the comments
view the rest of the comments
I may be old fashioned, but I love to start in a tavern. It's a place that can have a lot of npcs hanging around that can be introduced and then reappear later in the adventure.
Usually I prefer to start with the party already formed, or have the characters have a connection between each other from before the start of the adventure. Imo it speeds up the initial stages of the game and gives everyone a preexisting reason to be in the party.
I had some pain in the past with players that didn't want to find a reason for their character to join the party, and asking them to have one as a prerequisite can help to filter too mich edginess from the scene.
I also like to start with combat or some other dangerous situation. I start with some talking and a breef introduction to the aim of the adventure, then have something unexpected interrupt the talking, a fight, then back to the talking.
@Jocarnail @TwistedFox Reminds me of a #MasksANewGeneration anecdote I read: One player picked the Soldier playbook, read it and said "This here says I give Influence to two other characters I respect. But I don't respect any of them, so I don't have to give Influence, right?"
Pre-game connections and expectation management. So important.
@Jocarnail @TwistedFox I really like this approach—having the group formed or with knowledge of one another—as it makes for a smoother start but still with room for differing personalities.
One thing I have started doing is telling the players what the call to adventure will be. “There’s a job notice to meet at a shady bar and deliver a shady package to a shady place. Build a character that would answer the call.”
#ttrpg
@EmpyClaw @Jocarnail @TwistedFox With Traveller, everyone starts with links to each other so that they have some reason to work together. Since character gen in Traveller is a game in itself, having everyone do it together helps a lot.
Sometimes I start things in media res, in the middle of some action scene with the adventure already started.
But generally telling the players what they're going to be doing, and asking them to design characters who will want to do that, helps.