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BigRedRod
26th of January, 2005, 02:59
As per usual when I have an idea, it has been buzzing around my head and I've decided I need to share.

Many good books and films don't start just by throwing the main characters in at the deep end. Those that do (e.g. cube) tend to have a fairly good reason for a group of people to interact and fill out a plotline.

Yet in games, most seem to start in quite contrived circumstances with both player and DM pushing the task of why the characters are a party back and forth until someone forgets and the issue is dropped.

Kicking off a game is important, as is a functioning party. A party which has personality, characters that interact with one another and which don't just stand still arguing. On the other hand a party which has no intra-group dialogue, and just tends to move on whichever path the DM baits with cheese or the first player to post after a DM post mentions.

Most groups don't want to be led by the nose, neither do they want to be thrown out on the moors with no clue as what to do next.

I know, I'm rambling a little here and commenting on a few different points. But my general focus is trying to be kicking a game off. In my opinion you need a spark, if you can put it in the first post then super it sets things going and the characters can interact while the plot line advances (periods of plot silence in which the players could interact are rarely filled by anything whatsoever until the DM cracks and does something). Many games start with a fizzle, the players are just having a sit in a tavern and in those first few posts the DM tries to eck out a bit of "getting to know the characters".
So, Point 1
Start a new game with a firework display of action and excitement

Of course, this is hard. You have four or five individuals who most likely have nothing joining them together except the will of the DM. You need to throw the players in the deep end, give them an instant goal and let them worry about who is who later. This is similar to the cardinal rule of literature and film, "if you can make it start with an explosion then it is twice as good as otherwise, so it make it start with something blowng up".

Remember! Before a game starts, the ball is still in play

If we say that t=0 is when the DM makes that first post of the game then we should have a look at the time prior to that. What was going on in that negative time?
In general, the players were coming up ith character concepts and creating sheets. This is a critical moment. I'm not going to state the obvious and rant about crap players killing even the best games run by the best DMs, I just want to talk about characters. Even if you start at level 1, the DM and player need to cooperate in order to make an interesting character who can really add to the game.
Looking back at books, most decent books are about characters. The characters that move through the book are not just mindless pawns, they are tied to the plot and it distorts as they move. In general replacing the cast of a book with an entirely different set of characters would have a fundamental impact on the story itself. The same is true of film, and the same should be true of games. Every character should make his own ripples.

Don't feel tied down to convention

Some conventions exist for very good reasons. Keeping the OOC comments in the OOC thread is one of these, we don't need to talk about that here, we have another thread for that (http://www.online-roleplaying.com/forums/showthread.php?t=387).
However, sometimes a DM would do well to try and shake things up a bit. And here we come to the actual idea in my head, after all that other stuff which just came pouring forth from my hands in order to try and generate some more general discussion on a related subject.
Starting the players at different points. We've all seen the games that use locked sub forums as each player goes on their own adventures, I'm not talking about that. I mean a twist on the classic, one party, one thread system. Once again we can look at books and/or film (without specifics as I can't actually think of any blasted examples), it opens with one character, he picks up a friend, and another, and at a few key events another character joins the group.
This could well help the party fusion. This isn't the big brother house, late arrivals don't get voted out at the earliest opportunity. The game opens with X, one player, one DM. X quickly bumps in to Y. X and Y bumps in to Z. etc.
As the plot moves, extra characters can be added in a more natural manner. Some DMs already adopt this sytem for adding new life and subtracting dead wood from the game, the new character may spring the players from a jail cell. He may be a contact they meet who trades information for a place on the team. It is easy to come up with ideas that mesh in new and unusual members in a much better fashion than the initial clumping.
As we all know PBPs move very slowly, so it requires planning on the part of the DM to have the intial plotshaped in such a way that it allows new blood to be slowly dripped in.

So yeah, something for everybody to think about. Starting a game well is the key to success, and hopefully something I said in there makes sense to someone. If not, shout back and I'll fight back with my elephant gun and monocle.

Flagg Thornington
26th of January, 2005, 03:26
10 gauge elephant gun?????????

BigRedRod
26th of January, 2005, 03:45
Glad to see you homed in on the point of my ramble :)

Kahluah
26th of January, 2005, 04:24
He may be a contact they meet who trades information for a place on the team.

This wouldn't be a reference to a certain gnome in a certain game, now would it? ;)

BigRedRod
26th of January, 2005, 05:47
Yes, yes it would. Red's meshing with the group could have been a little smoother, but still it was nice to have a reason to join up rather than just artificial pushing

Kahluah
26th of January, 2005, 12:26
True, it could have gone smoother, but then again, no matter how it played out, it doesn't help that I've saturdated at least one character with unending paranoia, possibly two, and maybe even three.. ;)

The Alcotroll
26th of January, 2005, 12:43
neither do they want to be thrown out on the moors with no clue as what to do next.

Ooh, do I detect a note of bitterness?

BigRedRod
26th of January, 2005, 18:28
I told you at the time how I felt about that turn of events, don't act all suprised about it now. Although I'm willing to admit that it most likely as much a fault on my side for not realising you wanted the players to be a band of happy go lucky adventure seekers, as it was on yours for initially not giving any in-character clues to where something might happen, which a group of happy go lucky adventure seekers would always be on the listen for.

Either way, it is in the past and it was resolved quite successfully.

Although I remember a good example of player introduction. Flit and his random unexpected appearance into Earthdawn, and yet we couldn't say no to him due to circumstances I just don't have time to explain

The Alcotroll
26th of January, 2005, 20:31
Interesting way of looking at it, but I know better than to argue with you when you're in preaching mode.

BigRedRod
27th of January, 2005, 00:54
How was that a lecture from professor Tim? I wasn't even drunk!

I just explained the problem from my point of view, my comment in the ramble was just a snide stab at you :)

Gralhruk
27th of January, 2005, 01:56
I think hashing out what happens before T=0 is best addressed in Preludes. There are two common problems with Preludes. First, they typically happen via e-mail which is a somewhat annoying way to game. Second, they usually occur simultaneously, with everyone ending up at the same place when T=0 and just in time for post 1 of the game.

The locked sub-forum thing probably works best to resolve issue #1, although it isn't without problems. For one thing, as a player it is annoying to see all these forums that you aren't allowed to view. For another, it is a pain for the admins to set up. I suppose there are ways to make this nicer if we could agree on something and then hound Danny to make some special options.

Issue #2 is, I suppose, the whole root of the problem you are referring to. Ythill (aka MadPoet, if you can remember back that far) from the 3ebb had an interesting idea. Basically, the came up with a number of interrelated, very minor plots. During the prelude phase, each character would more or less be presented with hooks into those plots. Prelude rounds continued until the characters had all bumped into each other. He detailed the process and I'm fairly certain I archived the post somewhere, although I haven't time to look for it at the moment.

If you took that solution and modified it, it would probably work well as a way to introduce characters one at a time. In other words, a T=0 game post might be made once the first two characters bump into each other, with the other preludes continuing behind the scenes until more characters meet.

If you look at the way Cadogan ran Lands of Dynasty, it is actually pretty similar to that. The only real difference was that he kept the sub-groups behind the scenes in locked forums as well. For example, my character bumped into Cadrius' character long before we finally met up with Maeko's character. Cad and I were in a separate locked sub forum for a while and Maeko continued alone in her own locked sub forum.

I think it worked quite well, although the prelude did take a long time. At times, I felt like I was never going to meet up with any of the other characters.

LynMars
27th of January, 2005, 03:04
So far I've liked how Wired*Nun handled opening My Enemies Have Sweet Voices (yeah, we have lots of subforums, but that's also due to Amber tending towards secretive social-political manuevering at times, as well as side adventures for various characters that for surprise, etc, remain secretive for a time) and then has integrated new PC's fairly smoothly as we've gone along. It also may be that in Amber it's a bit easier in some regards due to characters and setting; there's a fair amount of integration already in the background, and it's so very easy (most of the time...) to move characters from one place to another.

itches
24th of August, 2006, 21:43
I prefer to start off T=0 with the party already being established and working out how the part met up OOC before hand. I'm leery of preludes because of issues like pacing then all equally and because in a format as slow as a PbP they can take a while to get through - time I'd prefer to have spent in the actual game.

That said they do have the benefit of helping people get the feel for their character, the other character and the GM's style before things get going. A nice medium in my opinion is something that's being done in Gral's game. We worked out how two of the characters met and first started travelling together (with a mini adventure) then began the process of roleplaying it out.

As to bringing new party members in, as long as all of the players are willing to play around to the fact and the characters are open to making new friends, these things tend to work out. Think how you meet people in real life, you happen to be in the same place doing the same thing (school/work/concert/bar), you start to chat to them and one thing leads to another.

Or you know someone you're a casual acquaintance with (NPC) who is a casual acquaintance with someone else (new PC). Introductions are made and the two people discover that they get on great, viva friendship.

The best time I've ever had introducing a new character to a pre-existing game without just glossing over it, was in a short interlude for my Bards game. The party as it currently existed happened across the camp of the new character. They shared the camp, chatted to pass the time, found they had some common interests, and that covered the initial meet up. After the interlude ends we skip forward a couple of weeks in which time they became closer friends and decided to band together.

It may seem to be a little simplistic, but I honestly feel that in situations like this less is more. It's when you start trying to come up with clever plot ideas that things - in my experience - fall apart easier and seem more forced (you wake up after a hard night's drinking to find yourself handcuffed to a stranger).