When the group doesn't or shouldn't form
This consideration is actually born from games, during which the player characters don't make a whole lot of sense together as a group, and to me, this really does seem to encompass most games. Questions then arise: what contrivance should the GM do to bring everyone together? Should the players design their characters with the group in mind? Is it okay to have sessions where the characters are separated, and if so, how do you handle that? Do you need multiple GMs? Should you employ cut scenes or hand outs providing synopsis? And finally, what do you do when one character learns something that the rest of characters couldn't: do you tell them anyway, keep it secret, or something else? The problem here actually begins at that long list of questions because a good game is about story and stories do not always have the main characters working as a team standing next to each other the whole time. In fact, in most stories this just doesn't happen at ...