Stopping in briefly to comment, and at least indicate that I am still quite alive despite a few... interesting months.
Game beginnings: While they are too numerous to simply list out, I recall that all of the best had something in common. They started with the PCs already having a history together in some fashion. In one particularly memorable opening, a recent earthquake caused a mine subsidence that destroyed the local fort and revealed a previously undiscovered gold deposit under the ruins. The PCs were all well-established in the local village with various roles, and opened with a scene tailored to expressly relate the immediate events to each PCs livelihood, drawing them together, even if their normal walks of life are completely removed. With 'monsters' maiming people around the mines, and a new, very cavalier Knight Sergeant leading in a score of reinforcements and surveyors that were busy commandeering the local tavern, which was owned by 3 of the 5 PCs.
I've also started a game with half of Absalom destroyed, a mercenary hiring for a (not-so) simple long-range patrol, and the murder of a king with no suspect and being on the brink of civil war. In the second instance, we were being out-sourced to by high-level adventurers, who didn't want to waste time checking every lose end from their previous adventure.
I've started a game as an Ananasi who was required to not just be nice to the local Kindred, but to actually pretend to be one for a short time (to remarkably amusing results for a horror-themed game). I've played a Corax who found a group of Mage's, and decided that tailing them was the best idea ever. Another Corax thought he was a super-hero, and worked with the party for the good of all. I played a cop-turned werewolf in a modern setting where magic transformed the world, and a pair of black dragons made their home in Central Park. I've played an illegally-designed infiltration android that was seeking information on a woman found in cryostasis-- whose discovery was reputed to lead to enlightenment; we got Eldritch Horror instead.
Forcing the party to work together can achieve the opposite result if players are good at RP and have strong-minded characters-- I think it is most effective to find ways to make the characters WANT to help each other for more than immediate survival. I have seen this both as a player and as a DM.
There was also a Toon game. It was a Toon version of Running Man, except we were all failed 80's era cartoons. 'Nuff said.
I played a Dragon-Blood at a fru-fru ball, wherein I had a 'curse' that involved being able to enthrall people at will-- other PCs included the wealthy dilettante I was trying to run off with (not related to the curse), an Eclipse Solar who was in town to cause some hell, two Dragon-born who were trying to hunt me down and kill me for the power I had. And the last was a sister of one of the aforementioned would-be-murderers who was following me like a Juliet (which DID involve the curse).
There was a Cthulhu game where we, as medical practitioners, reunited at our old study-break bar at the bequest of our common friend-- who went missing after sending us very worrisome letters. Somehow, we all survived, much to the shock and amazement of the DM: the module was designed for a TPK.
I played a Star Wars game as a Rebellion-sympathetic former senator wanted by the Empire. The other PCs included my bodyguard, and one of my most trusted Rebellion contacts.
I played a drunken, Ivan Drago-esque hitman, who bonded with half the party after a bar-fight attracted the attention of some overly violent gangers. I bonded with the barbarian when were breaking people's bones with our faces.
There's also the story of the Captains Three, but that's just... Dark Suns on crack. So, three young nobles (including two Hawkwoods) steal a freight cargo hauler called the La Crepe Vagabond, which is filled to bursting with pastries. They gallivant around among the seedier bars, pretending to be space pirates, only to learn of a gathering of pirates being called by a legendary captain. Entirely unannounced, and with NO invitation whatsoever, they show up. Our tribute was our monthly allowance and fine baked goods. I still can't believe we didn't die horribly.
... Really, the best ones are a matter of style. Even the most over-used cliche can work well if you sell the point, and it fits well with the tone of the game. However, almost universally, I think openings are best when the PCs have some connection to each other. They don't need to be friends, and they don't need to know everyone, but having at least one associate of known quality really helps people get into what is going on. I would encourage joint backgrounds among your players.
Game beginnings: While they are too numerous to simply list out, I recall that all of the best had something in common. They started with the PCs already having a history together in some fashion. In one particularly memorable opening, a recent earthquake caused a mine subsidence that destroyed the local fort and revealed a previously undiscovered gold deposit under the ruins. The PCs were all well-established in the local village with various roles, and opened with a scene tailored to expressly relate the immediate events to each PCs livelihood, drawing them together, even if their normal walks of life are completely removed. With 'monsters' maiming people around the mines, and a new, very cavalier Knight Sergeant leading in a score of reinforcements and surveyors that were busy commandeering the local tavern, which was owned by 3 of the 5 PCs.
I've also started a game with half of Absalom destroyed, a mercenary hiring for a (not-so) simple long-range patrol, and the murder of a king with no suspect and being on the brink of civil war. In the second instance, we were being out-sourced to by high-level adventurers, who didn't want to waste time checking every lose end from their previous adventure.
I've started a game as an Ananasi who was required to not just be nice to the local Kindred, but to actually pretend to be one for a short time (to remarkably amusing results for a horror-themed game). I've played a Corax who found a group of Mage's, and decided that tailing them was the best idea ever. Another Corax thought he was a super-hero, and worked with the party for the good of all. I played a cop-turned werewolf in a modern setting where magic transformed the world, and a pair of black dragons made their home in Central Park. I've played an illegally-designed infiltration android that was seeking information on a woman found in cryostasis-- whose discovery was reputed to lead to enlightenment; we got Eldritch Horror instead.
Forcing the party to work together can achieve the opposite result if players are good at RP and have strong-minded characters-- I think it is most effective to find ways to make the characters WANT to help each other for more than immediate survival. I have seen this both as a player and as a DM.
There was also a Toon game. It was a Toon version of Running Man, except we were all failed 80's era cartoons. 'Nuff said.
I played a Dragon-Blood at a fru-fru ball, wherein I had a 'curse' that involved being able to enthrall people at will-- other PCs included the wealthy dilettante I was trying to run off with (not related to the curse), an Eclipse Solar who was in town to cause some hell, two Dragon-born who were trying to hunt me down and kill me for the power I had. And the last was a sister of one of the aforementioned would-be-murderers who was following me like a Juliet (which DID involve the curse).
There was a Cthulhu game where we, as medical practitioners, reunited at our old study-break bar at the bequest of our common friend-- who went missing after sending us very worrisome letters. Somehow, we all survived, much to the shock and amazement of the DM: the module was designed for a TPK.
I played a Star Wars game as a Rebellion-sympathetic former senator wanted by the Empire. The other PCs included my bodyguard, and one of my most trusted Rebellion contacts.
I played a drunken, Ivan Drago-esque hitman, who bonded with half the party after a bar-fight attracted the attention of some overly violent gangers. I bonded with the barbarian when were breaking people's bones with our faces.
There's also the story of the Captains Three, but that's just... Dark Suns on crack. So, three young nobles (including two Hawkwoods) steal a freight cargo hauler called the La Crepe Vagabond, which is filled to bursting with pastries. They gallivant around among the seedier bars, pretending to be space pirates, only to learn of a gathering of pirates being called by a legendary captain. Entirely unannounced, and with NO invitation whatsoever, they show up. Our tribute was our monthly allowance and fine baked goods. I still can't believe we didn't die horribly.
... Really, the best ones are a matter of style. Even the most over-used cliche can work well if you sell the point, and it fits well with the tone of the game. However, almost universally, I think openings are best when the PCs have some connection to each other. They don't need to be friends, and they don't need to know everyone, but having at least one associate of known quality really helps people get into what is going on. I would encourage joint backgrounds among your players.