lupex
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Bringing the party together

Wed 23 May 2018, 10:23

Having now read the Players Guide and skimmed through the GM Guide I am quite surprised not to see any guidance about bringing the party together. 

In Coriolis character generation starts with a group concept to cement the players shared goals before they create their own characters, in Mutant:Year Zero you have the ark as the grounding factor and a clear reason for the players to be together.  However, in Forbidden Lands it seems that GMs and players must come up with this for themselves.  I know this is meant to be an old school type of game but I would really like to avoid the “you meet in a tavern” trope, and would appreciate any help in untangling the animosities between Kin to allow a group of rogues to come together for more than self interest.

It would be a good assumption that if this is someone’s first roleplaying game then they will struggle with this aspect of starting the game, so any help would go a long way to getting the game off to the right start.
 
The1TrueFredrix
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Re: Bringing the party together

Wed 23 May 2018, 10:44

In a way, there is only one group concept: “You are no hero. You don’t fight to protect the realm or to put the true king on the throne. You hunt through ancient ruins for treasure, you help those who help you, you make your own mark on the Forbidden Lands. Your fate isn’t determined for you by someone else. You choose your own path. You are an adventurer.”  :)
The Coriolis Effect - a fan podcast about Fria Ligan's Zero Engine games, featuring discussion of the rules and ideas to expand the setting of the Third Horizon and well as Actual Play episodes. http://feeds.feedburner.com/fictionsuit/tCE
 
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Brior
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Re: Bringing the party together

Wed 23 May 2018, 11:05

The1TrueFredrix wrote:
In a way, there is only one group concept: “You are no hero. You don’t fight to protect the realm or to put the true king on the throne. You hunt through ancient ruins for treasure, you help those who help you, you make your own mark on the Forbidden Lands. Your fate isn’t determined for you by someone else. You choose your own path. You are an adventurer.”  :)

While this is true, there are tons of hooks in the setting to let different groups have different agendas even if their kins or clans are basically not very friendly – especially so in the Ravens Purge campaign. The experienced group shouldn't have any problems coming up with incentives, but I agree with Lupex it might be useful to give some guidance to newcomers.
 
lupex
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Re: Bringing the party together

Wed 23 May 2018, 23:35

Although there are lots of hooks, many are hidden in the GM guide, so something in the player book would be helpfull.
 
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Fenhorn
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Re: Bringing the party together

Wed 23 May 2018, 23:46

Perhaps it could be added in the the so called "Character Generation Booklet". Would be fitting.
"War, war never changes" - Lone Wanderer
 
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Tomas
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Re: Bringing the party together

Thu 24 May 2018, 10:19

The idea is that in Forbidden Lands, you play adventurers who have banded together to seek fame and treasure. The assumption is that you met your fellow adventurers before the game started. Of course, this could be expanded on, possibly in the Character Generation Booklet.
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King_Kull
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Re: Bringing the party together

Thu 24 May 2018, 13:18

This is one of the most important step in a game and a little help to create a believable group constellation will be most appreciated ;)
I am king!
 
lupex
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Re: Bringing the party together

Thu 24 May 2018, 22:33

Tomas wrote:
The idea is that in Forbidden Lands, you play adventurers who have banded together to seek fame and treasure. The assumption is that you met your fellow adventurers before the game started. Of course, this could be expanded on, possibly in the Character Generation Booklet.

Thanks Tomas, this makes sense but some guidance about bringing together kin that have animosity would definitely make life as a GM easier.

Also, this raises a question that I know my players will ask - where is the village each character came from and where have they already travelled through in the forbidden lands before the campaign starts? I will likely start them off at The Hollows but they will invariably ask how they got there, and where home is for them.  So some guidance on addressing this will also be useful.
Last edited by lupex on Mon 28 May 2018, 11:19, edited 1 time in total.
 
Candacis
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Re: Bringing the party together

Fri 25 May 2018, 11:00

I still feel like that too much of necessary/useful player information is tucked away in the GM section.

I also would like more guidance in bringing a group together. That was our favorite part in character creation in Coriolis. Finding out the constellations of relationships, the group concept and a background story about the ship was the memorable part that set the Coriolis character creation apart from other roleplaying games.
 
lupex
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Re: Bringing the party together

Sun 10 Jun 2018, 23:33

Direct quote from one of my players “The only hurdle is how did we end up together. Then it will be kushdy”
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