How do we know each
other? Why are we adventuring together? These questions come up in all but the
most tactic and combat-driven games. Since the issue really revolves around
character social integration, I decided to address it here.
I agree with those who
say the decision should be left largely up to the players. But I came up with a
number of options that could be put before the players while they are all
engaged in the process of character creation. They could choose one of these,
or come up with something on their own.
Fellow travelers |
Village-based
adventures:
· All
of the adventurers hail from the same village. Perhaps they are not
particularly notable, and their fellow peasants simply select them to help
solve a particular problem. Possibly, the adventurers are indentured or
enslaved, but are offered freedom in exchange for performing the task at hand.
Contrariwise, they may be exceptional youths that come from surrounding
villages, and are already looked upon as Folk Heroes (regardless of their
actual Background).
· The adventurers are servitors of a local
nobleman/woman. They are called upon to make the rounds to collect rents,
defuse conflicts, or investigate any strange goings on in the lord’s/lady’s
domain.
· The adventurers are gathered together by a
contractor who has been hired to populate a new village (or an old village
recently ravaged by plague, fire, or raiders) on an estate. They are given
favorable (rent-free) terms for a certain period of time. The village becomes
their base of operations, though older residents may not initially be happy to
see the newcomers.
· The adventurers belong to a troop of wandering
performers. Perhaps they are making their annual circuit, or perhaps they are
looking for a place where they can winter, or lie low if hunted by authorities.
Many villagers will be happy to see them, but expect tensions (or worse) with
the local priest. There is no necessary reason for everyone (or even anyone) in
the troop to belong to a particular class.
· The PCs are agents of a foreign prince, rival
aristocrat, or a group of bandits. They have come to scout out the village,
because they intend to take it over.
Wilderness-based
adventures:
The party members are:
· Travelers in a merchant caravan
· Pilgrims on route to a holy shrine
· Hunters and trappers sent out by a local
potentate to procure game for supper
· Refugees from a natural (or supernatural)
disaster
· Captives of nomads or bandits following a slave
raid
· Heroes recently awoken in the middle of nowhere
from an enchanted sleep
Urban-based
adventures:
·
The
characters are travelers who met in a caravan, pilgrimage group, or performance
troupe, and have come to the city to seek their fortune, to offer their
services to a ruler or potentate, or to gaze upon, buy, (or make off with) some
wonder the city has to offer
·
They have
come from the surrounding countryside to offer their aid to a city in crisis
·
They have
come from a village or domain to deliver tribute and/or to sell surplus items
at a city’s market
·
They are
clients in a network patronized by a noble oligarch, or an exilarch seeking a
way to regain power
·
They are
in the employ of a foreign potentate who seeks to trade with, spy on, or
undermine the local authorities (alternatively, they are foreign clerics,
artists and diplomats coming to take up a trade or a position at court in this
town)
·
They are
frequenters of a certain urban tavern, who sell their services to any client
willing to match the price
Though I have changed
the wording here and there to make these suggestions more generically
applicable, they definitely reflect the Lukomorye setting they were written
for. If your setting is clockpunky, postapocalyptic, tropical Bronze Age, or
something else entirely, you’ll probably want to create your own options. But
hopefully, this is at least enough to get your creative juices flowing.
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