Multiple Birthplaces

By jimbolya, in WFRP Gamemasters

So we've decided to go with WFRP 2nd edition. I'd like to get third, but with it being out of print, and the price my group has decided to go with 2nd edition for now.

I'm the GM, and I had everyone roll up their toons. It went well, but now I'm trying to flesh things out and I'm a bit stuck. One character was born in Hochland, one in Weissland, and the third was born in Altdorf.

Just looking for some suggestions on how to story out the way these three folks came to be in the same area. At this point they are not in a group, and may not be for some time; but, I wanted to get them in the same general area...

I'm thinking I might even have to play some solo adventures for a bit until they do actually get to the same point. I'm thinking they all come accross clues to a secret cult that eventually lead them to the same place.

Ideas?

Or - You just start the first adventure/campaing from the point where they are in a same place. Just invent how that came to be and how they meet. This place could be some central location - like Altdorf. There you only need to invent how Hocklander and Wissenlander came there.

For example - If this happens after war, they could have all served/meet in a army.

Maybe Hocklander and Wissenlander just both decide to go Altdorf to find "better" life. Meet in the gate and stumble to the Altdorfer after this, that decides to help these "country-folk", because they dont have clue what big-city life is.

One possibility is that some rich/powerful/interesting third party has sent word all over the Empire. for example some Graf is looking for brave folk to join his mission. Good payment. When they ALL get there, they have are just too late and expedition has left.

That could work too. I told my group that I need them to flesh out their characters a bit more so that I understand their motivations and what not. However, I did find some really cool stuff last night. Most folks probably already know about this, but here's the links either way:

http://warpstone.org/

http://www.madalfred.com/

https://secure.profantasy.com/default.asp

http://www.liberfanatica.net/index.html

https://www.fantasygrounds.com/home/

Cheers ~

Will make updates on how it all falls out. It might give other GMs some ideas.

That could work too. I told my group that I need them to flesh out their characters a bit more so that I understand their motivations and what not. However, I did find some really cool stuff last night. Most folks probably already know about this, but here's the links either way:

http://warpstone.org/

http://www.madalfred.com/

https://secure.profantasy.com/default.asp

http://www.liberfanatica.net/index.html

https://www.fantasygrounds.com/home/

Cheers ~

Will make updates on how it all falls out. It might give other GMs some ideas.

Well, if you like links you might love this selection (even I say it myself): http://kalevalahammer.webs.com/links.htm

Lol - found that link last night. Downloaded just about every .pdf for 2e. Great stuff indeed. It would be really cool if I could find an email campaign to play in to see how other GMs are running the game and what not.

I was a bit baffled by your question so I thought I have to say something. xd

Your adventure will be in "insert place here". Tell players that this will be the starting location and that they need a reason why they are there. If they come up with it themselves it's much better.

Tell them they have to work/stay together. Nothing is more boring as a GM then sitting at a table with X people having X seperate adventures because they all want to do something different.

I could write much more but I am just too lazy to actually type that much.

Hmm - well I'm trying to build this world like Skyrim. Yes, yes - I know that's not what this is, but I'm thinking about using different concepts for play like letting some of the players take control of NPCs if someone ventures out on their own so that all involved have something to do. My personal choice is to stay away from "so...you slay the orc what do you do now?"

Players: "We go left"

Gamemaster thinks ...hmm if they go left they will not advance the story...

Gamemaster reply "The players move to the left and are instantly put into a portal that goes right!!"

*phew! good thing they went right lol*

That doesn't interefere with what I said. Letting players use NPCs if their character doesn't have to do anything but I am more in favor of actually creating something that they can take part in with their own character. In addition I think it is the players job to participate and create the personality of his character accordingly. There is nothing more boring then the cool loner who doesn't participate in anything.

Player: "We go left!."

GM: Magicians Choice!

Hint: NEVER railroad them into anything. I know GMs who work like that and they do not get the idea of magicians choice so they just force you to pick what they want to you which is horrible for players because it means everything is pre-written and actually completly useless to do.

In addition: Do not (over)prepare sessions so you can actually let the players do what they want to do.

To add to what abidibladiduda (did I get that right? :P ) wrote:

I have been writing my own adventures for a while now and I find that the less I plan a story and the more I plan a situation, the better the session is. What I am beginning to find usually works best, is to roughly write the story of what would happen if the characters were not there. Because then you get an idea of how your NPCs act and you know what will happen if your players do not do anything constructive about the situation. This way you also go in with a lot less preconceived notions of what your players will do. As long as you know what motives and goals your NPCs have and what tools they have at their disposal to reach those goals, it becomes much easier to make up reactions to the players actions on the fly.

In addition, you have to make sure you know what the player characters motives and goals are. It is easy as a GM to just assume that the heroes will try to save the villagers from the despotic ruler, but maybe the players are playing mercenaries who prefer the job security and fringe benefits of working for the ruler ;)

I completely agree with both posts. I like the way you are handling things.

Update:

Here's how some of the background is rolling out.

The Herrimult ended up being the anchor for all of the toons. Not him personally but his brother who is an tradesman. He moved in with his brother after being run out of Weissenland. The elf knows the brother because he is a trade envoy, and the farmer knows of the brother because the goods and services he provides. We are playing after the last great war around 2522 and so the farmer, originally from Hochland, moved south after being driven off her land by marauders.

I do like the idea of motivations. I need to lean on this more and have the players clearly define that; and, yes, I should definitely add motivations for NPCs. I never considered the importance of the motivation.

Thanks!

So to follow up on motivations - i began making an NPC that is the care taker of a "retirement" home per se. It's called an almshouse. this characters motivations are backed by his deity which is to heal and care for the earth basically. The plot hooks fell into play nicely with a blend of random motivational stuff i found online and a bit of imagination. He has a hedge witch living secretly in the home and casts a curse on one of the male residence as vengeance because he did not fall in love with her but with one of the other tenants. Lol - a fight over a man between two old women - classic...

The plot hook, based on motivations, reveals to the players through one of their friends that the almshouse caretaker has a bad feeling about some of his tenants and thinks that one of them might be cursed. (found through gossip test)

it's not really a curse - the old hedge witch is using the sounds spell to create voices that only the old man hears...

cheers ~ and thanks for the advice on motivations!