CREATOR
Greetings from the Troll Dens!
Dan Cross writes in Insidiae: The Guide to Adventure Writing that it's important for a fledgling adventuring party to have a common bond between all its members; a reason for them all to get along and adventure together. These are the examples he throws out:
1. A common ideology spurs actions, providing a sense of purpose.
Dan Cross writes in Insidiae: The Guide to Adventure Writing that it's important for a fledgling adventuring party to have a common bond between all its members; a reason for them all to get along and adventure together. These are the examples he throws out:
1. A common ideology spurs actions, providing a sense of purpose.
2. Common allegiance to some patron, noble or ecclesiastic.
3. Compatriots in a common network, organization, guild, or recognized adventuring party.
4. Related by blood, preferably friends as well.
5. All formerly lone adventurers seeking fame and fortune, met by chance but sharing that common bond.
6. Met at the tavern and now friends. Easy enough, if a trifle uninspired.
Which of these is your favorite? Which premise do you use most often? Is there anything to be gained by throwing together a gaggle of adventurers with absolutely nothing in common for a game?
Which of these is your favorite? Which premise do you use most often? Is there anything to be gained by throwing together a gaggle of adventurers with absolutely nothing in common for a game?
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