“Oh, you encounter a desert. There’s nothing around for miles”
Basically my only rules for character creation are 1) your stiff must be from an officially published 5e rulebook, and 2) it must make sense for your characters to party up. It’s really hard to make an interesting campaign for a group of four lone wolves who are totally disinterested in The Quest
THANK. YOU.
Players who do this ARE BAD PLAYERS. I don’t care what it takes, you WILL find a reason to cooperate. Call it metagaming if you have to. This is a team game, you will work as a team.
Players are expected to make characters that will, for whatever reason, will work together and, for whatever reason, will take plot hooks. Without those two things the game doesn’t happen.
What if they leave the party and create a new character to join the party that fits in better? Is that good or bad?
The guy who splits the party on session 1:
Hehehe it’s so fun when I just have to sit and watch and can’t interact, I love iiiiit!
back around late 90’s early 00’s I was pretty lucky to have a group of friends that all just hung around together. Talking like 8 or more of us and it always wound up that 3 of us would have a place together out in the sticks (it changed locations/roommates from year to year but we had a good long 5+ years of everyone being consistently together). We ended up playing basically any tabletop we could get our hands on or pirate (napster/limewire back then) and print off (we still ended up spending 100’s a piece though on dice and official releases), we even ended up starting to make our own games that I still think about doing something with to this day. (all just context for how we could pull off some of what I’m about to say)
Getting EVERYONE together was rather difficult at times, people would come into stories and be quickly rotated out if they had to work or weren’t available when we were wanting to continue running a story-line (multiple different DM’s and storylines from different games going on in concert, still can’t fathom how that all worked out looking back). So we all got pretty used to being fluid about it and no one really had any FOMO unless their character was low-level versus everyone else.
At that point it became apparent on my storyline that I was going to have to catch some people up so we started doing 1-on-1 DMing where I would spend a few hours running someone basically on a solo mission that I could tie into the rest of the story and give them something to catch up to everyone else. Sometimes we would do it before a bigger session and people showing up early could sit in or do cameo appearances to help out/etc. People are a lot more comfortable to ask questions and be involved with the story that way and translates well to the group play.
It ended up being a huge success and had some of my favorite interactions. Sometimes we would have a bunch of people over and some wanted to play and some wanted to listen to music and party so it just always felt natural and those involved really wanted to be there for it.
You can get away with it while having some downtime in a village. The bard is making coin in the tavern and the barbarian is drinking in the same place, the priest visits the local chapel, the warlock looks to spend some coin on magic baubles, etc. This also increases the creativity in which you can give your players their next quest.
But once you’re out adventuring on that quest, you’re a goddamn party. If you don’t want to be a party, then go home and play a single player game.
Edit: I have had good DMs separate the party themselves though, but we always spend it trying to find each other again.
Splitting the party is fine! Here’s some great reasons why you might:
If you get in through the servants entrance, you’re gonna have access to different stuff than if you get in through the front door.
You have the most wanted woman im the country and an anthropomorphized war crime in the party, and you’ve decided you need to ask a duchess about a thing.
The tunnel splits, and you’re not about to allow that fucker to get behind you. Again.
I don’t trust these other fuckers. I spy on the rest of the party.
You fucked up and only got one invitation. Hopefully they can open a back door somewhere.
He actually can’t take the armor off. It’s a whole thing. He can be the distraction.
The rest of the party moves 3x as fast as me and has stealth nonsense. But I have points in siege engineering, and resistance to fall damage. Shout when you need me.
I did this in the very first RPG I played. It was Star Wars and I was playing a smuggler (who thus had a ship). Obviously the GM intended my ship to be used to move the party around. Well, the jedi PC shows up wanting to board my ship as I’m getting ready to leave. I don’t know this guy so obviously the first thing my character would do would be to say that and then turn the turrets on when this strange jedi tried to insist on joining me, followed by promptly flying off so he ended up needing to find another way to our adventure.
No idea why I was like that. The player was pretty much my best friend at the school, too, so it wasn’t anything personal against him. I think I was just trying to hard to do what “my character would realistically do” instead of just playing a game.
Obviously, I’m probably missing some context here, but reading the way you’ve described this, I don’t think you were at fault here. If the GM’s decision really was to fold that character into the group by just having them stroll up to a smuggler’s ship like “Yo, I’m the jedi, let me in,” that was an incredibly fucking stupid way to handle that character introduction.
If that happened in an actual Star Wars movie or TV show there would be a million youtube videos ripping on how stupid that scene was. Forget “Paranoid smuggler trying to evade the law”, basically anyone working against the empire should have been suspicious as fuck there. That’s not a jedi, that’s an imperial spy, or worse, a sith lord.
Yes, players owe to each other to try to move the story forward in a collaborative way, but the GM also owes it to the players to never demand that their characters act like complete and total morons for the sake of the story. There should have been some kind of framework there for why this group of people would trust this random-ass dude wandering into the docking bay. A message sent ahead by their contact in the resistance saying “This guy is gonna help you out, you can trust him,” something like that. Not just “Yo, I’m a party member, lemme in.” Real life doesn’t work like that, and when games try to work like that it just makes everything feel stupid and pointless, because it’s so obvious that none of it is real or meaningful.
Probably for the best. If you’d let him onboard it might have ended up like this story.
That would have been more cool than whatever unmemorable shit actually happened in that campaign. Only other thing I remember is the GM offering me 3 capital ships if I bought him lunch one day and then promptly destroying two of them that same session, which I actually appreciate in hindsight because it contributed to seeing pay to win games as a waste of time and money. Either the shit “bought” in game can be lost that easily or it just breaks the game into a “just give me money and you, uh, win! That’s the whole game!”
make checks until you fail. take 40d8 damage from a mysterious source. no one’s around you to help unfortunately because you were dumb enough to separate from the party.
now make a better character or go home, your choice.
My rule on this is very simple; if your character isn’t a part of the group, they’re not part of the story. That goes for lone wolves, people who betray the party, “evil” characters who work against the party’s interests, etc. You make the choices you want to make, you do what seems right for your character, but the moment that means you’re not a part of the group, you either figure out a good story for how we’re going to fix that, or you hand me your character sheet. It’s really that easy.
“But thats just what my character would do!”
OK, let’s unpack that. If that’s truly, genuinely the case, if there’s no way your character could no work against the group or leave them at this point, then this is how your characters story ends. If that comes twenty sessions into a game, well, waking away rather than betray your morals is a pretty good story if you ask me. If it comes two sessions in then we need to figure out why you’re not on the same page as everyone else.
But more often, the player simply thinks its the only possible way their character can act in this situation because they’re not thinking creatively. People are complicated. Consistency is actually the bane of interesting characters. A good character is inconsistent for interesting reasons. “My character would never trust someone in this situation!” OK, but what if they did? Now we’re left with the question of why, and figuring that out is surely going to be interesting.
There’s also the other side of this coin, which is the responsibility on the GM’s shoulders. Yes, your players owe it to each other to try to keep the story moving forward, but you also owe it to them to respect the reality their story takes place in. Don’t run a gritty crime game and then expect your players to just automatically trust some NPC that turns up with no bona fides. You actually have to put the work into crafting scenarios where the players can have their characters react naturally and still drive the story. It’s a bad GM who pisses their pants and cries because they created something that looks like an obvious trap (whether it is or not) and their players refused to walk into it.
OK, but what if they did? Now we’re left with the question of why, and figuring that out is surely going to be interesting.
“I <something disruptive >.”
“You’re about to, when you change your mind. What made you change your mind?”
It’s a powerful tool. It can be overused, but it’s good for bringing people into the right frame of mind.
Maybe something happens that’s more urgent than the trust issue. Maybe they see a tattoo on another character that has meaning for you. Maybe they just realize it could be useful to be in the party for now. Whatever it is, they are solidifying the team while also taking more authorship of the story.
I don’t like prescribing a characters actions to that degree, but I would certainly work with the player to try to help them come up with an alternate path.
If a player ultimately chooses to commit to a path that puts them at odds with the party, I’ll respect that, but I’ll make it clear to them that this is where that character’s story ends.
If your character has no reason to stay either the plothook was insufficient or you made a bad character. Both should be adressed ooc.
Create a new character that does have a reason to stick around. *Session 0 should be the creation of the story of how the group met, they should not meet in session 1.
they should not meet in session 1.
Strongly disagree. Nothing wrong with doing that, but nothing wrong with having them meet in session 1 too, as long as you have built characters who will be willing to go along with the GM’s hooks.
And even that part is flexible, depending on the nature of the hook. If the hook is “you see an ad look for rat exterminators”, then you better have a character who wants to be an adventurer and will cooperate with other would-be adventurers. If the hook is “you’re prisoners being ordered to go explore this dungeon by order of the vizier”, there’s room for slightly less cooperative PCs, as long as you PC is cooperative enough to go along with that order, even if (at first) reluctantly.
Yeah, I’m gonna back you up on that one. Sometimes assembling the group in session 0 is what’s right for the story, and sometimes it really, really isn’t. Think about how many movies literally have “Assembling the team” as almost their entire plot. The Avengers hangs two hours of non-stop action on “We need to put a party together.” Every heist movie is basically required to have an “I’m putting a team together…” sequence.
Session 0 is where you lay out the expectations of the game, and your players think about either how their characters have already interacted, or how they will interact when they eventually meet. You give people an idea of what they’re getting into, you pitch the tone and the style of the game, and you help people shape characters around that.
As an example a friend of mine always pitches his games by describing who they would be directed by. I remember vividly his “Lock, Stock and Two Smoking Halflings” game, a Warhammer Fantasy Roleplay If It Was Directed By Guy Ritchie experience. Just setting that sense of tone up front meant that we all knew to make characters who would fit the vibe. I played “Blackhand Seth, The Scummiest Elf You’ve Ever Met,” one part Brad Pitt Pikey, one part Jack Sparrow, and I had a blast.
In my most recent campaign I’m running a Shadowrun game where the group would be assembled in session 1 by a down on his luck fixer. My pitch to the players was simple; make fuck-ups. I wanted characters who were at the end of their rope, lacking in options, either so green no one would trust them or so tainted by past failures that no one wanted them. The kind of people who would take a job from a fixer who had burned every other bridge. They rose to the assignment beautifully, and by four sessions in the group has already formed some absolutely fascinating relationship dynamics. A lot of that has been shaped by their first experiences together, figuring out how to work as a team, sometimes distrusting each other, and slowly discovering reasons to care about each other.
Meeting people with the inclination and schedule that I enjoy the company of to make a party with is the worst part of d&d. Please don’t make me role play it, too.
It might be your least favorite part of DnD, but there are plenty of people (myself included) who enjoy meeting a new group of characters and finding out about their particular ticks and specialties.
I learn about the characters, myself included, throughout the campaign through their actions. Otherwise session one is like that time I asked a coworker about one of his tattoos and had to hear about his sister’s murder. That’s more of a session two+ thing to me.
For me, the tired trope of “strangers meet in a tavern” approach is the inevitable round of introductions that feels like that time at the start of school when everyone had to stand up to say their name and one interesting fact about them. It’s just awkward and everyone wants it to be over quickly.
Much better to just create characters together in session 0. Everyone already knows each other, their motivations, prior relationships established, etc… and just begin the campaign as if everyone is already on mission.
There are options besides “strangers meet in a tavern and awkwardly introduce themselves” and pre-made perfectly-tailored party. I’m a fan of starting in media res, with the characters all in a location for their own reasons, when shit happens that forces them to act as a group. I’ve just recently started the video game Baldur’s Gate 3, and it’s not a bad example of what I mean.
The DM came up with the plot hook and the players agreed to play, so the players need to put some effort into finding a reason to go along with the plot hook.
Suggestions on making the hook more engaging is an option too!
Or third option: the person is operating independent of Table expectations or their character. Some folks just don’t get it and frankly I wonder why they want to play the game. It’s incredibly rare, but I have seen it.
You don’t have to put on a voice in a costume and write 20 pages of lore, but if you’re going to play at my table, I expect you to remain in character unless you have a question for me more or less. I expect you to take it seriously and use basic social etiquette. I’ve never played with somebody who was incapable of realizing that they are not being fun/funny, or considerate. They just get main character syndrome and stop listening to people for some reason.
It’s all about listening. If you’re capable of being at a table with a few people in life, then you’re capable of playing D&D!
For me, as a DM, real shit always happens on session 1, you swim together or fucking die.
Your character purchased and ate bad fish the night before, and you have uncontrollable gas, which quickly turns to greasy, putrid diarrhea. As the pub bouncer tosses you out the door for smelling like raw sewage, a micrometeorite hits you in the eye and lodges itself into your brain, disrupting your medula. As you lay there struggling to breate, you shake yourself awake. It would seem you fell asleep at the table and had an awful dream.
Sorry, what were you saying about not wanting to stick around?
Biggest pet peeve with players. This is why, during session 0, I make players pre-establish a reason that they not only go along with the party and the planned campaign but also a reason why they trust at least two other characters.
Best advice. Players start the game knowing how and why they are going to stick together.
I’m also inclined to put my thumb on the scale a little as DM and give the players a loose connection that they can build on and incorporate into their characters while building. BG3 did it really well - everyone has a tadpole in their head, y’all gonna be mindflayers if you leave the group.
I recently had players all start as fresh recruits in an organisation - they got to decide the organisation - where the higher-ups put them together. Previously I did a one shot at level 5 where players already had an adventuring group together 20 years before and were called back together for one last mission.
I’ve made it a hard rule, “Your characters are at least familiar with each other. They’re not total strangers.” It just makes everything so much easier.
And the person who didn’t gets to default to being the loner outcast who doesn’t talk much, easy
How would they not? Session 0 we create characters together, anyone who doesn’t follow the previously stated rules can leave my table.
The entire point is to prevent the creation of “rando loner who just sits in a corner and sulks”.
One of the campaigns I play in is more of a West Marches or Adventurer’s League style with a rotating cast of players. There are… differening levels of effort.
Yea, I don’t DM those types of games.
I’ve played and DMed both. A West Marches campaign has been the right fit for some groups with tough schedules. That format can work really well when you have a larger world plan and story that different venn diagrams of groups slowly discover and have to post notes about to a group chat or Discord. Players remember and read about things from different sessions and piece together the story and world, then can decide on new missions and exploration in a real collaborative setting. Picture a tavern setting where they’re arguing about different plot hooks, missions, and tips, and start to switch from the selfish motivations of wanting cool loot to also wanting to uncover the story. It can be great if you lay the groundwork.
A few lazy players can disappear into the background, and they still have fun and want to hang out.
Picture a tavern setting where they’re arguing about different plot hooks, missions, and tips, and start to switch from the selfish motivations of wanting cool loot to also wanting to uncover the story.
Yea, this is exactly what I’m purposely trying to avoid with a Session 0. I, as the DM, list the plot hooks of the campaign I have prepared to run and players create characters around them that are guaranteed to be invested in the story as well as be cohesive with each other.
No arguing needed. If anyone wants to argue, they know where the door is.
That’s why it’s pretty common in Shadowrun to just have everyone be kidnapped and fitted with a bomb in their skull.
If their character doesn’t want to cooperate, you activate the player’s brain bomb.
You mean the player character’s bomb, right?
Also, Cortex bombs are lame and lazy plot- & storywriting.
- GM with 20 years experience
You mean the player character’s bomb, right?
No. 😈
Wait, that’s illegal, I think…
Mac and cheese for dinner is lame and lazy too, but also fucking delicious. TTRPGS are something your friends put together for you out of love, not necessarily some clinically perfect professional product. And to extend the metaphor, if you go to a dinner party and start bitching about your friend not plating the food like a Michelin star place, you’re an asshole.
I agree with both. It is lazy, yes. But it is also meant to be fun, and Shadowrun is a particularly goofy game (cyberpunk, with fantasy creatures, ghosts, gods, and magic? How can you take it seriously?) so being a super solid story isn’t extremely important. It’s also literally the first suggestion in the rulebook for getting players to cooperate. 🤣
That’s not common in Shadowrun… 30+ years playing and running that game, and I’ve never encountered it!
I’ve seen it once…it was used against a single player because he refused to play anything but loners who backstabbed immediately and it was mostly used to piss him off enough he quit the group.
He should have just been kicked out, sure. I think the dm just hated doing that which was cowardly. Buuut he was gone and that game was much more enjoyable!
What are we, some sort of Shadowrun?
One day I’ll play Shadowrun… I’m too lazy to learn it well enough to DM it.
DCC/MCC likes character funnels for similar reasons
There’s a few ways I have approached this as a GM. I’ll go from least to most effective (and, I feel, mature).
The first is to put a shared enemy in front of the party, so that even if the characters do split up, they’re working towards the same goal. The character who has “no reason” to trust the party also has reason to recognize the effectiveness of sticking with allies in a world full of enemies. If the player wants them to go off on their own, fine, but as GM, the game stays with the party - oh, and have the player who left roll on a random injury table because they were outnumbered.
Second is to invoke the “Wolverine Approach”. Wolverine in Marvel Comics always goes on and on about not being a team player, being a bad person, being a loner, etc. - and he certainly has had his fair share of solo adventures. At the same time, there was at least one month where nearly every major Marvel title had Wolverine in it - Avengers, West Coast Avengers, X-Men, the Defenders, Spider-Man, Marvel Team-Up, Alpha Flight, etc… And because it was in the era where She-Hulk was part of the F4, he had a cameo there because of the WCA. Wolverine might claim to not be a team player, and he might be a pain in the rear end, but he’s always there if there’s a villain to be thwarted or a fight to be had. You have a right to have your character complain. Just stick in or near the party. I don’t care if you sleep in a different hotel or a separate camp. Be there in the important scenes.
Third, “Take it or leave it”. I’m not ashamed of myself for this one - I have told people, this is the game we’re playing. if you want to play this game, I want to have you. If you don’t want to play what we’re playing under the terms we’re all in agreement on, there’s the door, don’t let it hit you on the way out. It’s effective, but I don’t think it’s the most mature method in my arsenal because of the all-or-nothing nature.
Fourth is an open and frank discussion. Explain that the concept of the game is cooperative. Make sure you get buyin from everyone, not just the loner. Express the expectation I have of both players and characters for the game in play. Paranoia, for instance, has a very different set of expectations and goals than Shadowrun or Spirit of the Century / Dresden / Fate. I have GMed for a loner character in a Fate game who never showed up with the other players, but because the system is so narratively driven, they were helpful by setting up Aspects with free tags because the character could realistically be “doing his own thing” and still contribute. So I’ve learned to be open and clear with my goals and intentions. I don’t care if your character is going to be a pain - I care whether or not you as a player will contribute positively to everyone’s experience in a fair way.
The more we are clear about goals and intentions, and the more we can apply nuance and understanding to the situation, the better our games will be.
Lots of other good points already made, but I’ll add my own two cents.
When I run a game, I always require players to make characters together. No “go off and make a character in isolation”. That’s just a recipe for disaster. You can have some ideas already in mind, but nothing is canon until the whole group agrees.
Second, everyone needs to have buy-in to whatever the hook is. If the scenario is “you’re starting a courier business at the edge of civilization”, there are lots of good options. Guy on the run from the law. Lady studying local wild life. Intelligent, local, wildlife. Don’t play “guy who doesn’t want to be here and is a total killjoy”
Third, it’s better when characters have connections to each other. You can play the “we just met and we’re forming a relationship!” arc, but like “what if we play ourselves in a fantasy world??” it has been done.
Honestly, everyone should read Fate’s “Phase Trio” https://fate-srd.com/fate-core/phase-trio and the rest of character creation.