I am the only GM I have ever met who was willing to run a mixed clan L5R game that was not a magistrate campaign. Translating that from the built in jargon – one of the biggest problems with one of my favorite role playing games is figuring out how to get characters working together.
Reality is, bringing characters together actually is usually pretty easy. At least in the sense of getting them in same place. It’s keeping them together that is a pain in the a**!
The first step, even before you have players, is figure out where you want them to be.
This can be as simple as ‘in city X’ or as complicated as ‘you have to have a reason to join this group of actors who are traveling to every major court in the Empire, or else a reason to take exactly the same route they are taking’. (That last would be my current L5R game).
Having a specific quest you want people on is always much harder then just getting them to the same geographic location. For some games, getting them to the same geographic location will be enough. Set them loose on the city and watch what trouble they get into. For others, you really need to give them a motivation to go along with your plot (or travel plans).
Watch out for that word – motivation. It’s kinda crucial here.
The second step is character gen. You can lay out any requirements you want for your players to work in – and for most characters, telling the player that their character has to have a background reason for them to be in NYC isn’t going to be that big a deal. Sometimes, though, it isn’t enough to tell the player ‘you need to have a reason for your character to do this’. Sometimes they need a lot more background information to suit what you are looking for. In that case, it’s a good idea to work with them to develop their character’s background and history. Working together, it can often be possible to come up with a good reason to get them where you want them to be. In nothing else, you can always set them on a revenge plot by having the Evil Villain (TM) destroy the family farm during their prologue. Knowing the details of the character history make it much easier to find a motivation that will work on them.
If backstory doesn’t work, then you are left with coming up with an in game reason for them to get with the program.
So, what are some tricks you can use to get the characters with the party and following the plot line?
One GM I knew had all his new characters wake up, hog tied and without any possession on the trail of the rest of the party. I have to admit, I tended to wonder what he would do if a new character was the sort to be untied, and head down the trail saying ‘so long b*tches’. Of course, if he robbed them blind before heading down the trail, a new plot would result.
This is a slightly heavy handed version of a deus ex machina, but it seemed to work pretty well for him.
If you are running an X-men game, or any other prosecuted minority game, the need to stick together for mutual protection will help. But simplicity seems to go down hill from there.
Which is one reason why I like insanely powerful NPFs. That would be my personal jargon for ‘non-player forces’. These can be characters, gods, acts of natural destruction or anything else that can compel a character.
For example, in my current game, the troupe of actors is being led by a high ranking Scorpion character. The Scorpion in L5R are kind of like the mafia – no body trusts them and everybody has to deal with them. They have dirt on the whole damn world. If you aren’t in your debt they can blackmail you, if they can’t blackmail you they can bribe you, and if they can’t do anything else they can just kill you.
So, two PCs are other Scorpion, they don’t need an incentive. One was sent by a clan allied with the Scorpion to assist with a mutual threat. One was random mage who got hired as back up. One is married to one of the Scorpion. One was sent by another clan to make restitution for an insult. One is actually in debt to the Scorpion, and working it off. One was a inquisitor mage that the Scorpion dangled the possibility of hunting down black magic in front of. And one is tagging along at the request of a relative to keep the fellow in debt to the Scorpion from getting in even more trouble.
It looks pretty complicated, written out like that. And in a way it is. However, having the Scorpion as the NPF that every character needs to work with ties the group together. Depending on the world you are in, you can use the actual mafia, the Black Sun cartel (Star Wars), a really old vampire (they know where all the bodies are buried – literally), or a god (a la the prophet Jonah ‘but I don’t want to be a prophet’ ‘tough, I’m the god, and you work for me now’). Or anything else you can come up with. These NPFs can work with carrot (look! big reward) or stick (I will smite you) depending on which motivation works best for any given character.
Other versions of this are the 13 Warriors trick (yes, I am dating myself). But if anyone remembers that particular Antonia Bandera’s flick, the outsider got dragged into the quest by a prophecy. The superpowers trick (you all woke up with strange powers and a mysterious man appears to teach you how to use them). And don’t forget the ‘WTF is going on here!’ trick (you each receive a note that informs you to show up at X time and place of your will never see your little dog again).
Of course, if you have a villain, it can be fun to use him/her as well. One delightful trick I pulled I pulled in a mixed WoD game was having all the characters kidnapped, surgically implanted with a remote activated bomb and told ‘you work for us now’. I’ve never in any game seen characters that motivated – to stay alive and find a way to kill the Bad Guys.
Anyway, I hope some of these rambling thoughts will provide inspiration on the subject of bringing characters together, and motivating them to stay that way.
Be well!
