PC Organizations

Posted on : 05-30-2008 | By : Brian | In : News

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It should come as no surprise that I’ll be starting up a D&D campaign soon. It’s a given. I’ve even got some players lined up for the big show. And that got me thinking about the classic conundrum of D&D: where do these guys meet, and why do they adventure together? You could simply say that they’ve known each other for a while, but what if you don’t want to do that? These guys are all going to be new to 4th Edition, and some of them don’t actually know each other that well in real life. So it would make things a little bit easier and more natural if the characters, themselves, were just getting used to each other, both in terms of personality and abilities. So how do you do that?

One way you can go–and the way I plan on going–is via an organization of some kind that the PCs are working for. The organization that I’ll be using is a somewhat loosely-governed group of elite troubleshooters and professional adventurers known as the Queen’s Wardens, or just the Wardens to most people. Their mission is basically to keep the Demesne–that’s the territory that the PCs will start off in–safe and prosperous. In order to do this, they need a wide variety of character types, from diplomats to treasure hunters to lawmen to assassins. They’re also willing to overlook quite a lot if you pull your weight and get the job done. Thus, the players can still make pretty much any kind of character they want, and still be members (because I promise you, they’ll be pulling their weight).

Starting all of the PCs off as Wardens grants a couple of nice benefits to me as the DM. One, I can easily provide them with a reason for adventuring together without telling them that they already know each other. Simply put, they’re a newly-formed company of fairly green–but very promising–recruits. Two, it gives me an easy way to introduce quests. Ideally, I’d like many of the quests to be player-driven, in that they indicate through behavior at the table the kinds of things they’re interested in investigating, and I plan for that for the next session. However, when they’re at a loss for what to do, or for when there really aren’t any loose ends to tie up, it’s nice to be able to have the chain of command hand them something to do. Three, if (Pelor forbid) one of the PCs die and they don’t feel like raising him (or if that option simply isn’t available), or if one of the players gets tired of his character or feels its time to retire him, it gives me an easy way to introduce a new character, and to give that character a reason to join the party.

I really like the idea of using the Wardens in this way, and I hope my players are receptive to it (a few of them read this blog, so I’m at least giving them fair warning (I’m looking at you, Chris, Dean, and sometimes Tad)). I think they will be when I explain that Wardens have a measure of authority and respect above and beyond what a freelance adventurer would be likely to receive, and that they are compensated for their troubles with a monthly stipend, mission bonuses, and good sale prices on valuable magic items that the party may have acquired in their travels. That’s always nice, right?

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