Tabletop RPGs are distinct among many kinds of games because the players work together cooperatively rather than working against each other competitively. But sometimes players tend to develop their characters in isolation, making it difficult to imagine a compelling reason that this group should stay together for longer than it takes to get a drink at the tavern. Of course, we often hand-wave this issue, since we NEED to hang as a group to make the game work. Some campaigns can use an overarching organization to bind the PCs together, like the Harpers of Faerun or a military organization. My proposed Lost Clan campaign setting offers exactly that kind of group connection (the PCs are all dwarves on a mission to find a lost colony) but most campaigns don't have any formal ties connecting the PCs. So, I like to create them! During character creation, each player either chooses two connections their character has to two other players in the group (or rolls 2d20 to determine them). Th...
A blog about D&D, Savage Worlds, OSR, and other things tabletop roleplaying.