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| NullAndVoid05-14-07, 01:20 PM | One of my biggest frustrations as a DM is organizing the initial formation of my player's adventuring party. This can often be offset by players familiar enough with each other to flesh out proper backstories, however whenever I start a new campaign the adventuring group always seems forced and I feel like a significant amount of character exploration/development is missed. One idea that was recommended by another DM on the boards is to take a step back and have the first arc of a campaign or adventure include the meeting of adventurers. The next campaign I am running starts off in a rather large town so I would like to start my group off in a smaller environment to get to know each other without the meeting feeling forced or cliche. A trade caravan is the perfect place for the players to start forming bonds before reaching the city and I'm currently working on developing a short one or two session introductory adventure on the way to the city. This provided my players with a wide array of very realistic reasons for being in the caravan travelling twords the town (as a caravan guard, travelling to the city for the upcoming religious festival, tavelling to the city on rumors of demonic activity in the lands just beyond, as well as any more mundane reasons for travel). However, I am having some difficulty brainstorming ideas for encounters a party may have on a trade caravan, especially non-combat oriented ones. Raiding group "X" attacking the caravan is an obvious choice, albeit a bit cliche. What other events could occur on the journy to "adventure town" to give them an opportunity to get to know one another and form bonds naturally? |
| Ayers05-14-07, 02:12 PM | Isn't meeting on a Caravan kind of clichéd in itself? ;) Just find some things that play to each of their strengths (see below for some ideas). And then just try and get them to work together to accomplish different non-combat things. Try combining some of the ideas below for some nifty examples (see below, below) Bard: Perhaps the Caravan gets lost, and the Bard introduces themselves as a Bard, and decides to try and find someone capable of giving directions. Barbarian: Fallen logs obstruct the Caravan's path, and the Barbarian is recruited to move them. Cleric: The Caravan comes across a shrine of the Cleric's God, who asks him to take a certain chest, or object to a Temple at their destination. Druid: The Caravan comes across an animal in a Bear-Trap, and the Druid saves it, and makes it it's familiar; watches the horses. Fighter: The Caravan's wheel breaks down, and the Fighter offers to fix the wheel so they can head out. Monk: Similar to the Cleric's encounter. Paladin: Has to catch the Rogue while stealing. Ranger The Caravan stops to rest, and the Ranger has to find them some food. Rogue: Ends up disabling a series of traps on the road to allow the Caravan to continue on. Sorcerer: Has a vision/dream of something happen, and is told to recruit the other adventurer's to ensure this vision/dream happens the way it is supposed to. Wizard: Uses a familiar to scout ahead of the Caravan to make sure the road is safe; magically lights the Caravan's lanterns at night to navigate the dark. You'd have to combine a few of the ideas, but basically just try and come up with something where all the PCs get a chance to shine, out of combat. Maybe the Caravan stops in a small little village to get their bearings, and the Bard goes off to find out where they are, while the hired guards of the Caravan watch the Caravan itself. Maybe at this point, the Cleric is asked to heal a dying man of his wounds, after he was attacked by a wolf. The Ranger goes off to find the creature responsible, while the Druid goes off into the Wilderness to be alone, stumbling across her animal companion. All the while, the Barbarian and the Rogue are asked to scout ahead and the Barbarian discovers that logs are covering the road, while the Rogue discovers a series of animal-trapping devices which would have otherwise maimed the horses. While this is going on, the Sorcerer/Wizard, Monk, Paladin, and the Fighter are asked to fix one of the wheels before it completely breaks down and to get a new one. The Wizard/Sorcerer remaining, then has a entrepenurial idea -- all of these adventurers in one place would be a great little band to get together, and because he was already heading into town with an Adventure in mind, this would save him having to recruit adventurers there. Hope it helps some. :) |
| NullAndVoid05-14-07, 02:32 PM | Thanks Ayers, I really liked some of your suggestions (particularly getting lost and some of your ideas involving trapped animals). I'm still having a tough time writing a realistic convoy. It feels very vague (probably due to my unfamiliarity with what they would really be like). What type of organization would a trade caravan have? Other than the obvious traders, what positions would there be? Is it more realistic that the convoy is a single trader that hired on additional support or a group of merchant traders utilizing some sort of convoy service for defense and navigation? What type of people would be in the convoy? I imagine that trade caravans typically travel along known roads, passes, etc. So most of the encounters would be with small towns (likely using the caravans as their primary source of economics) and others that would likely frequent trade routes (running into some type of peddler would be interesting, any other ideas here?). Also, from a realistic standpoint, what types of materials are actually transfered via land (while the campaign takes place in a relatively low-magic world, most expensive materials such as mithril would still likely be sent/received via magic)? The goods would need to be expensive enough to warrant hiring a caravan guard, but not expensive enough to warrant better defense. |
| Ayers05-14-07, 03:53 PM | Thanks Ayers, I really liked some of your suggestions (particularly getting lost and some of your ideas involving trapped animals). Glad to have helped. :) I'm still having a tough time writing a realistic convoy. It feels very vague (probably due to my unfamiliarity with what they would really be like). What type of organization would a trade caravan have? Other than the obvious traders, what positions would there be? Is it more realistic that the convoy is a single trader that hired on additional support or a group of merchant traders utilizing some sort of convoy service for defense and navigation? What type of people would be in the convoy? I imagine that if it's a Caravan it would be several merchants who merged their own resources together so they could move about, dispersing their goods amongst the small villages/towns in the area of their travels. This way, hiring a small force of guards to guard several carts of merchandise is easier to protect, and cheaper, than say each going their own way and having to pay individually for the same number of guards to protect only one cart or wagon of goods. I imagine that trade caravans typically travel along known roads, passes, etc. So most of the encounters would be with small towns (likely using the caravans as their primary source of economics) and others that would likely frequent trade routes (running into some type of peddler would be interesting, any other ideas here?). If it's a Caravan, you should probably consider why it's moving. Perhaps, several merchants decided to pack up their stores in other parts of the world and move to a new one, simply because there was a better market in this new place for their goods, or maybe they just wanted a change of scenery. Maybe they are coming back to see their families from a year-long escapade into the world delivering their goods and striking up new deals. Along the way, they collected the PCs onto their carvan. In exchange for the transport of the PCs free of charge to the Caravan's destination, the PCs individually agree to help guard and protect the Caravan and the merchants travelling with. There really are an unlimited number of reasons as to why the Caravan is moving, and why it is under guard. Also, from a realistic standpoint, what types of materials are actually transfered via land (while the campaign takes place in a relatively low-magic world, most expensive materials such as mithril would still likely be sent/received via magic)? The goods would need to be expensive enough to warrant hiring a caravan guard, but not expensive enough to warrant better defense. All it really depends is on the person. If three merchants get together and sink in all of their wealth to collect the necessary supplies to open up a shop of their own, then I'm sure that they'd be pretty protective of those goods when trying to move them. Especially if the area through which they have to travel is a newly settled area, or is an area that is known for a certain degree of lawlessness. Of course, because the merchants have invested most of their wealth into their business they don't have enough to afford decent guards, and so they have very few actual hired guards, plus the PCs they picked up. You could also take the government-transport route. The merchants are bringing some kind of medicines to a city that has a certain section quarantened due to outbreaks of a virus, or even the Plague. The government of the country is just trying to make absolutely certain that the medicine will arrive, unharmed. However, the area is generally peaceful, so there are few guards that are involved. The PCs are there simply to help protect the Caravan in exchange for their travel -- maybe the Paladin's there just to do some good for the world. You never know, though. Just take a step back and look at this adventure, and decide if there even has to be a reason given for the merchants traveling the way they are. Maybe they don't like talking about it, because it's a waste of time. Maybe the PCs only contact with the merchants is when they are bartering for their passage; after that, the merchants ignore the players completely. And, of course, maybe the players will never ask. |
| GoriceXII05-20-07, 07:38 AM | NullandVoid I know you posted this a while back and possibly have moved on but I have a few thoughts: 1. You need a reason for why travelling in caravan? First of all it may be rather dangerous. Most D&D settings have bandits, monsters and humanoids roaming around right near where people live. Probably what happens is different traders transport goods ideally close to the same time. 2. In medieval economies there were big market times where for a few days to weeks cities or large towns would have a market gathering. These were often seasonal so you might say have 2-3 per year. You could make it a special occasion. 3. Sometimes there would be a caravan master--a merchant who specialized in organizing caravans. He would probably get those involved to contribute some money towards hiring guards and such staff as cooks, extra ostlers and so on. 4. In one of my upcoming adventures I'm planning on having a caravan as well. What mine will contain is: - a slaver with some slave women and men - a spice merchant (he is travelling with two servants and his nephew who is his apprentice--the spices they are carrying include ginger roots, dried crocus (for saffron), sea salt and cinnamon still unpowdered. They also have secreted on their persons some ambergris wrapped carefully to conceal the scent of it. It is a special commission for a wealthy alchemist. - a group of ale merchants with big wagons that have huge hogsheads of ale in them. - various farmers with their grain or livestock to sell in the town or city. Possibly they are representing various villages that have deputized them to sell this food, or else (whatever your economic situation is) are bringing it as part of their tribute to the city or their lord. - various private travellers such as peddlers (as you mentioned) bards, perhaps a merchant's daughter and escort on her way to be married or sent to an academy in the city. - a group of travelling mountebanks or players. |
| krichaiushii05-20-07, 11:03 AM | Instead of a trade caravan, what about a group of settlers moving out to the borderlands to settle a new barony or other such thing? Alternatively, they could all be on a pilgrimage, ala' Canterbury Tales. Traveling on pilgrimage was a legal excuse to travel, but it takes time, so people visit and trade stories to pass the time. The former results in more combat options, even though dealing with nature and tense negotiations with natives are possible. The latter leads to far fewer combat options, as the pilgrimage is presumably through safer areas. It can still happen, but is unlikely. |