Five tips on how to bring disparate
characters together
By Jonathan
Hicks
Games and campaigns revolve about a core group of player
characters all working together to either complete their own agendas or a
larger quest. Usually, when the players are creating their group, they share
out careers, abilities and skills to make a balanced bunch of PC’s that can
handle almost every eventuality thrown at them by the GM. However, this may
not always be the case. Players can work as a team and design their characters that way
but they have almost total control over the creation of the PC, as far as
personality, trade and background is concerned. In some cases, GM’s may ask
the players to create whatever they like and then bring the PC’s together in
the first game. This gives the players free reign as to how they want their
PC’s to be, but can create a problem as to how these PC’s come together. So, let’s say the players have designed a group of PC’s that
comprise of a baker-turned-mercenary, a nurse, a noble from a high-born
family and a horse thief. What do these PC’s have in common? At first,
nothing. So how on earth do you bring them all together? 1.
Because they were ordered to There’s nothing more decisive than the Queen/Emperor/Ruling
Faction pointing a long bony finger at the PC’s and saying, for example, ‘I
command you to walk to the Ring of Fire and defeat this evil!’ Already the
PC’s have been given a good reason as to why they should adventure together –
they’ve been given their orders! Of course, you have to ask the question, in some respects, as to
why a certain PC should agree to such a thing. Let’s take the example group;
the mercenary might go because that’s his job, the nurse might go because the
group might need aid on a perilous journey. The noble might go because, as a
relation to the ruling body, it might be a requirement, a proving of the
ability to defend the family/realm. The horse thief might have to go to pay
for a crime – ‘You will prove your loyalty or you will hang, horse thief!’ – so there you have it. The group have been given their
orders by their ruler and will do all they can to win through, even though
they are a mismatched group of PC’s from very different backgrounds. It makes
for excellent role-playing. It’s also an excellent way to bring the PC’s
together and keep them together. 2. Because they are friends Even though PC’s may come from such different backgrounds it is
still possible they may be friends. Although there may be a class system in
force in your game world it is still possible that certain people might go
against the grain and mix with whoever they wish and not their social class
or kind. The noble in our example group might be a man who likes to ‘slum
it’, a PC of great esteem who dresses down and walks the lower streets of the
city, mixing with what he would usually see as undesirables. In this group he
finds new friends; a mercenary, a nurse from a local physicians and (unknown
to him) a horse thief. Alternatively, the mercenary could have gotten a job
as a guard at the noble’s castle, the nurse could work as a surgeon there and
the horse thief could ‘work’ in the stables. As the three mix
on a daily basis they get to know each other. So, when disaster does strike or one or more of the PC’s are
drawn into a quest, the others are motivated or bound by loyalty to help.
Something might happen to them all when the whole group are together and this
gives them impetus, as the group, to set out on their quest. So let’s say the
PC’s are all together in the Great Hall when an attempt is made on the life
of the Queen. As they were the only witnesses then they are sent to track
down the enemy. This can also be mixed with tip 1 ‘Because they were ordered
to’, as they are now a close group and it’s best to keep them together. 3. Because they are involved for different
reasons The reason why the PC’s might come together is because they are
all after the same thing but for a different reason. They may be searching
for a murderer, or an enemy who has affected their lives in some way, or an
item that has the ability to solve their particular problem, anything. Each
PC has their own agenda and reason as to why they are on the quest, and they
come together to benefit each other. This may be tricky. Of course, if they are all after the same
thing then when they do finally achieve it they will all have their own claim
to it, especially if it involves an NPC. Unlike an object, which may be
shared between the PC’s, they will all want their own revenge or justice
against the enemy – and there is only one of them to go around. This could
make for a fantastically charged role-playing opportunity at the end of a
long campaign, but it may be best to split enemies up and have them all part
of a greater threat so that each PC has their own closure at the end of the
game. So, for example, the mercenary may be after a man who killed his
father, the nurse might be after the same man because he stole her family
heirloom, a Pendant of Healing, the noble might be after him to stop him from
threatening his borders, the horse thief might be
after him because he has been hired to. Each PC has a different reason to go
on the quest but, ultimately, they are after the same thing. 4. Because they are involved for the same
reason A simpler way to get the PC’s together is to have them all go on
a quest for exactly the same reason, so then they can work together and reap
the rewards at the end. This can be anything from ‘stop the bad guy’ to ‘find
the treasure’. They all believe in the same thing and that shared belief
brings them together. It could be a loyalty to a religion or figure of
importance, or the y know that there is a lot of gold to be made and it
serves them all to work together and split the booty. A shared goal,
especially when each player is aware that there is more chance of success in
greater numbers, is a fine reason for them all to come together. For example, the PC’s hear in a tavern that there is gold in
them thar hills. The mercenary is up for a quest
because he knows his sword may be needed and wishes to make sure his skills
are justifiably rewarded. The nurse might want money for her hospice and
joins the quest to help finance it. The noble might join to increase the
wealth of his coffers, or maybe because he’s a little bored of the whole high-born
responsibility thing and wants a little excitement, and the horse thief might
join because, hey – it’s money, and it sure beats stealing horses. 5. Because they have been thrown together by
fate Wouldn’t you believe it? The PC’s are all in the same place when
– bang! - something terrible occurs and they are all
forced to work together to solve the problem. Don’t you just hate it when
that happens? Doing it this way gives the PC’s something to focus on almost
straight away and also provides an excellent reason as to why they are
required to work together. Each player has their own reasons and agenda, that
much is sure, but when events transpire against you and you have to rely on
those around you then they will still have their illusion of free will but
know they have to team up to survive or overcome the immediate problem. Once
that problem is solved or avoided, then the PC’s, with their knowledge of the
threat or problem, can continue to work together. They could be arrested
together as scapegoats on a drummed-up charge, be in the same village when it
is attacked, be in the same castle when it is besieged. So, let’s say the PC’s are all journeying across an ocean on a
huge passenger ship when suddenly they’re attacked by the forward ships of an
invasion fleet. The PC’s, close together in a confined area, had to fight
side-by-side to defeat the threat. The mercenary will fight because that what
he does. The nurse will fight to defend the wounded. The noble will fight
because it might be his ship the raiders are attacking, and the horse thief
might fight because where there are bodies, there’s looting. Saving each
other’s lives or aiding in battle will introduce the PC’s to one another and
strengthen their new relationship. Postscript- Common problems with running
disparate groups
Although complete player control over the creation of a PC may
be great for the dynamics of the character, it may present some problems the
GM may have to overcome. The player runs the PC by the letter – As the game
progresses, the player may decide to run their new PC as designed. Therefore,
when certain things happen, the PC might not get involved because ‘it is not
in their nature to do so’. Playing so closely to the letter can slow a game
and create a huge problem for the GM. To combat this, ask the player two
questions – first of all, what can you do as a GM to get the player involved
a little more. Secondly, ask the player what they are playing the game for.
It is a game of high adventure, after all, unless the group has something
else in mind. If the player is going to refuse every road, avoid every danger
and otherwise do the opposite of what is required to complete the quest, then
there’s not much point in that PC being present. The group does not get on in part or
as a whole
– Bringing such different PC’s together may present the players with some
great role-playing opportunities. Certain PC’s from certain backgrounds may
not get on for one reason or another. This may be fun but may also slow the
game as PC’s bicker and argue. To combat this, throw in a scene where two or
more of the arguing PC’s rely on each other to complete a task or save each
other’s lives. This will change the attitude somewhat and make for a great
story. Fresh ideas - As campaigns come
and go and new PC’s are created the reasons as to why disparate PC’s should
come together may grow thin. Be careful not to repeat yourself or go over old
ground. On the flipside, it may not be important to the plot – the players
may just say ‘yes, we’re all different, but we’re mates so let’s get on with
the game’. Which would be nice! Complicated plots – Don’t try to be
too clever when designing the plot threads as to how the PC’s are part of the
bigger picture. Complicated reasons will slow the game, as each PC will want
time spent on their own dilemma independent of the group. This depends on the
size of the group, of course, but it’s best to try and keep
it as simple as you can when first trying out this method of PC introduction. Introducing PC’s – The problem with
concentrating on new PC’s, especially when they are so different as to
warrant special attention, is that time will have to be spent building up
their role. This can be done in two ways.
You could run a single game for each player independently to get to
grips with the PC’s role and position – this takes up a lot of time and may
be difficult to make sure every player ends in a position where they will
serve the plot or even meet up with the rest of the group. This is the trickiest of the two and contains the most work for the
GM. Or, spend a game or two actually introducing their characters and getting
them entwined with the others before the big picture actually starts. This is
easier and establishes a sense of group dynamic before the game starts proper. At the end of the day, the players are all at the table for the
same reason – to take part in an adventure and have a good time. Considering
the social aspect of the role-playing hobby they’ll probably want to just get
involved and game together. Adding the reasons as to why the PC’s have come
together will help enhance the atmosphere and will also help as a backup in
case the PC’s don’t mesh as well as you’d like. |