PCs don't know each other. How to get them working together?

By drbraininajar, in Star Wars: Edge of the Empire RPG

I'm currently running an EotE game with 2 PCs. In-character, these two don't know each other, and kind of just wound up pursuing the same goal. While that makes for an interesting first mission, I'm at a bit of a loss for how to keep them both on the same track, especially since one player is flavoring his character as someone naturally mistrustful of strangers, but just practical enough to know that there's strength in numbers.

What kind of plot devices/twists would be usable here to pull these two characters along the same rails?

For reference, I'm starting them with "Trouble Brewing" from the back of the core book. Also, the other PC is an ex-stormtrooper who is now working indirectly for someone like Ota from Long Arm of the Hutt (ie: someone with a lot of Outer Rim contacts that has this guy do jobs for him occasionally)

Edited by drbraininajar

Success is a good motivator to keep the party together. My customized version of Trouble Brewing has the party helping an actual bounty hunter to capture and turn in Bandin (since he was the one with coordinates to Bandin's hideout and the R4 belonged to him...and yadda yadda only bonded Bounty Hunters can collect rewards).

Toss them a few compliments from an NPC how they arent too shabby and make a pretty good team. Ask if are interested in making some MONEY, fame, knowledge, etc or whatever would motivate them.

Most people are inclined to stick with something if it works, instead of venturing out on their own.

Perhaps the Player with the contacts gets contacted immediately but the job offered is going to require extra manpower....whom he is standing infront at the very moment

Maybe they don't know each other, but have a mutual contact.

Maybe after/during the mission, something happens that causes other factions to consider them a team, and they're treated as such, so may as well team up to survive. Give them a group Obligation with this, knowing that if they split up, they'll both just have to deal with it separately and it'll be easier to deal with it together.

Maybe they're both being paid to collaborate on the same job because the bosses know both and they have complementary talents.

When I was running a custom made Star Wars d10 game. How I brought my party together was, I started them out on Tatooine.

I had them roll to see who went first. I was playing with 5 PCs.

After they each decided what they wanted to do, I went around the table having them do what they wanted to do. When something went wrong, and some Republic Freedom Troopers came in and then some Trandoshan warriors, got up and started a gunfight in the middle of the canteena.

My characters all ran outside, and some of them, I had fight the troopers. Since they were playing a Sith campaign.

Two of them were running down alleys trying to get away, and they knocked on the doors, no answer. So the melee guy rolled to see if he punched in a door. He rolled really bad. So I had the door open up and he ended up punching an old lady in the face and killing her. So they got in the house. When all of a sudden, they hear some noise on the roof. They look up and see a green light-saber cutting a hole in the roof. Down drops a brown hooded Jedi. He attacks my players, and pushes the Droid PC into the wall. I rolled a crit, so the droid went right through the wall, and who should happen to be running by, the other players and they see the droid slide across the ground in front of them. So they all rush away into the hangar bay, and escape the planet.

Thats how I had my group group together.

I know it was long.

But maybe if you introduce an encounter where they both have to steal a star-ship or something together.

This is one of those things that GMs always assume is their responsibility, but really the players should figure this out. If they don't, there is no game.

Let them figure out a relationship that works for them rather than you having to force something on them.

well theyve already sort of saved each other's bacon at least once this adventure, so having them allied temporarily isn't an issue. The problem comes when this is over and in-character they'll be tempted to go their seperate ways.

and I see what you're saying Doc. I'm getting the feeling that I'll have to sprinkle a few breadcrumbs for these two though, since they're both pretty new and while there's been some cool individual RP so far, I have a feeling it's not their strongest suit.

Edited by drbraininajar

Is one a wookie - if they have already saved each other I would go with a "Life Debt".

I would try and go in medias res, George does and so should you. That way to just basically assume the PC's already know each other and they can just build up there on reasons as to how well and for why.

This is one of those things that GMs always assume is their responsibility, but really the players should figure this out. If they don't, there is no game.

Let them figure out a relationship that works for them rather than you having to force something on them.

I think this is an important point.

It's as much the players' responsibility, as the GMs, to ensure that the characters end up wanting to team up. If a player designs a character who doesn't want to be part of a team... that's not a very valid PC.

At the end of the day, all you can do is offer opportunities for the characters to bond, but it's the players responsibility that this actually happens. Best case, the players should just accept that they are PCs and supposed to team up and just go with it, or if that's not happening, you should have a talk with them about what it will take to make these characters work together.

Edited by Slaunyeh

I'm going to be blunt about things particular situation. You have a player that needs a smack upside the head.

Lone wolf characters are bad for RPGs.

This person needs to reorient his character or just roll a new one.

It's really the player's responsibility to figure out why they will team up, your part as the GM is to give them the opportunity to work together and to not actively try and split them. And I mean the Players not their PCs.

I could be wrong but it seems it's the player that's PC is going for the Loan Wolf thing that's causing the difficulty for you. This is the classic "I'm playing my character" BS excuse for disruptive play. I have no problem with players that want to be the tough loner type as long as they don't use it as an excuse to derail the game. Player's know they will be at the table with other human beings playing a RPG and not a video game so there is really no excuse to make a character that needs to be convinced to join the party. Let them know this and give them the opportunity to make it work.

If after telling both players this they still can't figure it out then if it was me I'd set up the next adventure paths as usual and have a couple of pre-gens that are all connected in some way to both the PCs ready. I'd start the session normally by presenting some opportunities and see what they do. If they can't find a reason to stick together then whichever player chooses to go off on their own hand them the pre-gens to choose from and say "okay for this adventure while your guy is off looking for stuff to do why don't you play one of these guys. We'll get back to your guy at some later time". When they invariably complain tell them the truth of it, that you don't want to force him to play his PC a certain way but you can't GM two parallel games if they don't want to join up and you're open to other suggestions.

Now this is just a suggestion for your current situation. Next time don't start a campaign without connecting the PCs in some way at the start. That is your responsibility as the GM and because you didn't in this case this is what can happen.

Edited by FuriousGreg

I'm currently running an EotE game with 2 PCs. In-character, these two don't know each other, and kind of just wound up pursuing the same goal. While that makes for an interesting first mission, I'm at a bit of a loss for how to keep them both on the same track, especially since one player is flavoring his character as someone naturally mistrustful of strangers, but just practical enough to know that there's strength in numbers.

What kind of plot devices/twists would be usable here to pull these two characters along the same rails?

For reference, I'm starting them with "Trouble Brewing" from the back of the core book. Also, the other PC is an ex-stormtrooper who is now working indirectly for someone like Ota from Long Arm of the Hutt (ie: someone with a lot of Outer Rim contacts that has this guy do jobs for him occasionally)

Perhaps they don't initially work together - you could, for example, have them part ways, and then forward the story by a month or two to a time when they end up working for the same employer. Their past success then, and their new success, should be enough to help them see the benefit of maintaining a healthy, working relationship - trust can build from there.

Just one idea.

This is one of those things that GMs always assume is their responsibility, but really the players should figure this out. If they don't, there is no game.

Let them figure out a relationship that works for them rather than you having to force something on them.

Cannot agree more. I almost never think of this issue since the groups i play with collaborate on backstory hooks and intersection points like it's second nature. That certainly makes things go more smoothly and can be a lot of fun.

I also don't understand people who insist on playing a "lone wolf" type in a group gaming setting...as if that will be enjoyable for ANYONE else at the table to deal with.

"Smallville" has the best tool for creating and organizing the different ties between various PCs. IME, it's best used for parties of 4 to 6. You don't have to punch down through all the steps -- just figuring-out the ties between PCs and determining what baggage they carry is enough for most games. It'll take most of a session, and should ideally be done right after character gen but by the end of it everyone will know everyone.

(I know the OP is only asking about 2 PC's, but, that should be a relative snap. Seriously, the three of you should be able to determine how that dynamic duo works in like 10 minutes, tops.)

I think I was unclear here. The players have no problem with their characters teaming up, and already seem to be pushing towards the "two gritty tough guys that grudgingly respect each other and will probably be best buds in a few adventures" story arc. I was looking for advice on what I can do on my end to help tell that particular story.

Oh, well that's good. I think some of us have had the Lone Wolf player experience, it's generally unpleasant... if that wasn't obvious :)

As for a story idea I'd start with talking with your players and see if they have any ideas as to why they would work together, then use that and integrate it into your adventures.

Specifically, depending on what kind of PCs they are, take a look at some western themed buddy movies as a resource. I'd suggest:

Butch Cassidy and the Sundance Kid

http://www.imdb.com/title/tt0064115/

Harley Davidson and the Marlboro Man

http://www.imdb.com/title/tt0102005/?ref_=nv_sr_6

These are a couple to start with that kind of fit.

I think I have an idea actually, depending on how they end "Trouble Brewing". I'll probably just be lazy and have whoever they turn the bounty over to offer them another gig that will lead to a 'jailbreak' kind of deal or other desperate situation, then have them go after the jerk that locked them up in the third and final installment. If they're not full on buddy cops by that point, I'm hanging up my GM screen lol.

After that, I can probably stick to rolling their obligations for story hooks.

Edited by drbraininajar