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GameMastery Guide / Player Characters / The Life of a Party / Gathering A Group

Shared Past

Source GameMastery Guide pg. 64
One of the easiest ways to deal with the first time characters meet is to make it their hundredth time. Working with players to create characters who know each other from the start alleviates much of the hassle of trying to entwine them with one another. Characters may be childhood friends, students of the same master, or relatives who have shared countless experiences before the adventure even begins. Working with the group to create a uniting factor makes explaining why the characters are in the same place at the same time straightforward. Knowing one another doesn’t have to mean the characters are friends. Passing acquaintances, respectful peers, or even longstanding rivals might be shoved together by circumstance.

If it seems too implausible for every character in a group to know every other member, or a shared background element seems illogical or can’t be decided upon, having even two or three related characters goes a long way toward bringing the entire group together. Two or more groups of PCs coming together, or a larger group meeting an outsider, decreases the number of factors the GM needs to wrangle to bring the party together.

The shared past method can also work well beyond first level—just because a PC never mentioned an old acquaintance, for example, doesn’t mean she doesn’t exist, and more than one replacement character has come searching for her recently deceased sibling, only to pick up her sister’s quest where the late adventurer left off. Shared pasts also provide an excellent means of introducing villains with a connection to the PCs, making the adventure a personal vendetta from the very first encounter.