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Piracy And Other Malfeasance
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<blockquote data-quote="aramis erak" data-source="post: 9304081" data-attributes="member: 6779310"><p>That's one method. I've used it, it works.</p><p></p><p>I also like games where the motivation is built in - a conceit of the setting and/or the game mechanics.</p><ul> <li data-xf-list-type="ul">Star Wars: Members of the Rebel Alliance, or the Jedi Order</li> <li data-xf-list-type="ul">Star Trek: Starfleet Crews, or Primary Action Teams, or even a Klingon or Romulan Crew.</li> <li data-xf-list-type="ul">Dune: members of the great houses, or the leadership of a Heighliner...</li> <li data-xf-list-type="ul">Traveller: active duty Army, Marine, or Scout campaigns, or Ducal, Archducal, or Imperial troubleshooters. Or a group of guys saddled with a ship and debt for it. Or even a research project.</li> <li data-xf-list-type="ul">Twilight 2000: get home alive. Or die trying. Or maybe, settle down and help locals rebuild.</li> <li data-xf-list-type="ul">Legend of the Five Rings: All my campaigns have been magistrate focused. By player choice.</li> <li data-xf-list-type="ul">Alien: Mercs, space truckers, or colonists, together by other's actions and decisions. </li> <li data-xf-list-type="ul">Vaesen: members of a particular society.</li> <li data-xf-list-type="ul">Pendragon: you all serve the same Liege. Get along and/or get dead. Both is not that uncommon.</li> </ul><p>A pirate or privateer campaign can certainly justify non-officer PCs as having been press-ganged. And the ship's charter and the ship's standing orders can clearly spell out the premises and justify unfamiliar PCs together... it's worth noting as well, pirates were largely democratic; privateers often were aristocrats with a letter of marque, fellow aristocrats in the officers, with only semi-volunteer crews.</p><p></p><p>For those who don't share my "no evil PCs" table condition, organized crime groups are also a an option. Or, as a friend did for Dark Sun, his party was a group of templars of their local dragon-king.</p></blockquote><p></p>
[QUOTE="aramis erak, post: 9304081, member: 6779310"] That's one method. I've used it, it works. I also like games where the motivation is built in - a conceit of the setting and/or the game mechanics. [LIST] [*]Star Wars: Members of the Rebel Alliance, or the Jedi Order [*]Star Trek: Starfleet Crews, or Primary Action Teams, or even a Klingon or Romulan Crew. [*]Dune: members of the great houses, or the leadership of a Heighliner... [*]Traveller: active duty Army, Marine, or Scout campaigns, or Ducal, Archducal, or Imperial troubleshooters. Or a group of guys saddled with a ship and debt for it. Or even a research project. [*]Twilight 2000: get home alive. Or die trying. Or maybe, settle down and help locals rebuild. [*]Legend of the Five Rings: All my campaigns have been magistrate focused. By player choice. [*]Alien: Mercs, space truckers, or colonists, together by other's actions and decisions. [*]Vaesen: members of a particular society. [*]Pendragon: you all serve the same Liege. Get along and/or get dead. Both is not that uncommon. [/LIST] A pirate or privateer campaign can certainly justify non-officer PCs as having been press-ganged. And the ship's charter and the ship's standing orders can clearly spell out the premises and justify unfamiliar PCs together... it's worth noting as well, pirates were largely democratic; privateers often were aristocrats with a letter of marque, fellow aristocrats in the officers, with only semi-volunteer crews. For those who don't share my "no evil PCs" table condition, organized crime groups are also a an option. Or, as a friend did for Dark Sun, his party was a group of templars of their local dragon-king. [/QUOTE]
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