Beyond the tavern - Bringing your party together
Someone staggers into the tavern, wounded, with a map and a last breath. The party looks up from their beer and the adventure begins. You have seen it a hundred times, and there is a reason for that: it works. But it asks nothing of your players. They happen to be in the same place, and something happens to happen. They are spectators at their own beginning.
The better opening does one thing more. It gives the party a reason to belong together before the story even moves. A shared past, a shared stake, or a shared problem. The sooner your players have something that is theirs together, the sooner they become a group instead of four strangers sitting side by side.
Here are seven ways to do it.
Start in the deep end
Open in the middle of the action, with the party already doing something together. They are already running, already caught, the plan is already going wrong. Only afterward do you ask how they ended up here. Players happily fill in their own backstory once you give them an interesting present. The why follows on its own from the what.
The shared guilt
Give the party something they hide together. They robbed the same man, started the same fire, buried the same body. No one may know, and that secret binds them tighter than friendship. A group with a common secret watches out for each other, whether they like it or not.
The bond from above
Let the players decide beforehand how they know each other. Two are brother and sister, a third owes someone a debt, the fourth once saved a life. A few minutes at the table before the game starts, and the party walks in with history. You no longer need to invent a reason for them to stay together, because it is already there.
The oath or the contract
Bind them with an agreement. They took the same job, swore the same oath, served the same guild. The difference from the tavern is that they chose it themselves, on paper or on their honor. A contract they signed together gives an instant reason, a patron, and a deadline.
The inheritance
Something connects them through someone else. They were all apprentices of the same master, children of the same village, debtors of the same dead woman. At her funeral they come together, and only there do they discover what they have in common. The dead draw together the group she never got into one room while she lived.
The forced journey
Trap them together. The same prison, the same caravan, the same ship in the same storm. No one chose anyone, but no one can leave. Forced closeness makes a group fast, because working together is the only way out. By the time they are free, they have already learned through fire to rely on each other.
The prophecy
Let an outsider bind them. A seer, a madman, a dying queen points to these four exactly, for reasons no one understands. It may annoy them, it may not fit, but it has happened and it cannot be undone. A party chosen together wonders why, and that question keeps them at the table.
One more thing
Whichever you choose, ask your players to fill in something with it. One detail each: why they swore the oath, what they really saw that night, who they left behind. The moment a player lays one stone at the beginning, it is their adventure and no longer only yours. The tavern can stay. Just give it something to stand on.