I have been playing DnD for about 2 years now, and I still havent decided on the whole new PC ordeal. Campaigns, as you all know, can last for a long while in real world time. Especially if your sessions are not that frequent. During this time, you may make new friends and perhaps they will want to try, or, mabey you will be playing a session and an unexpected visitor will come by and be intrested when he/she sees what you are doing. Both of these things have happened to me and I have delt with it by either having them play a NPC, or, if one of the PCs are not there, have them play their character. This probly is not a bright idea, but it works. The only reason that I do this is if a PC cant make it but all the others can. I have definatly noticed that the character gets abused this way with comments like "well, it aint my character, so I will try jumping the 30ft pit." Anyway, suggestions would be greatly appreciated.
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Incorporating/Phasing Out Players
#3
Posted 14 January 2003 - 08:26 PM
Um.. I am equally confused as to what your question is supposed to be. I think you might be wondering if there's a better way to incorporate new players and phasing out old ones. Let me know if this is the case and I'll be sure to let you know how I've handled the problem with my groups {and the other problems that had arisen as a result}.
Method Actor 100% Storyteller 92% Tactician 50% Specialist 42% Casual Gamer 42% Power Gamer 33% Butt-Kicker 8%
----------------------------
Writing/DND Website: http://www.shawngray.ca
Carleton University English Literature Society Website: http://www.carleton.ca/els
----------------------------
Writing/DND Website: http://www.shawngray.ca
Carleton University English Literature Society Website: http://www.carleton.ca/els
#5
Posted 15 January 2003 - 04:54 AM
Ok then. Incorporating new players in existing campaigns and phasing out old players who are no longer interested is an often difficult and painful experience. I've tried this a number of ways myself and have come to the conclusion that there is no 'safe' way of doing it. But here are a few methods that I've tried.
Incorporating New Players
NPC Adpotion
Most NPCs will not have stats, nor will much of their history have been created. It is likely that the PCs may have only seen him once or twice, maybe purchased some goods from him, or sat around in his pub. It is important that the NPC you have the new player take on is almost a blank sheet. Basically the only thing that has been identified about this NPC is his/her job. This leaves the new player to roll up the stats and come up with a basic history to fit the character. Of course, now you have to get the character to work with the party and give up his previous career. The easy solution is to have his/her business destroyed by whomever the PCs are after. The NPC will offer to help to get revenge and bingo, he's in. There are plenty of other ways this can be done.
Chance Rescue
The Chance Rescue scenerio usually occurs in the middle of an adventure. The new character, whom the new player has rolled up and written a history about, is currently captured by someone and the party rescues him. For some reason, the new character decides to stick around with the party, this could be a feeling of debt, or a search for profit.
Relatives & Old Friends
If the new player can get together with an old one, the two can come up with their history from when they were young. This involves both players and gives their characters a bond in the game. If an old player happens to be retiring, the new one could come in, tell the old one about some trouble at home that he must return for and offer to take his place in the adventuring party.
Chance Meeting
This one gives the most trouble. The new character meets the others on the street somewhere. They really don't have any reason to stay together, let alone adventure together. But it does tie the new player to his character.
So basically, when incorporating new players there really are only two options: adopting a nondescript NPC, or creating a new character. A new player can never adopt a complex NPC without ruining the NPCs running plot {well, maybe in a very rare case}. A new player should NEVER be allowed to run an absent player's character; since it isn't theirs, they don't have any respect for it. I myself, as the DM, prefer to ghost an absent player than run him. I find that I am always somewhat upset when the player misses the session, and take it out on the character. A new player doesn't even have that kind of respect for a character that's given to him.
Phasing out the Old
It's always sad when an old player leaves the gaming table for 'the last time'. Most often, the player knows beforehand when he's finished, and will let you know. This makes for numerous ways to go out.
Retire
The character could always just retire from adventuring. Face it, he's got a good deal from money and will have more after he sells his now useless {to him} magic weapons and armor. The character could retire, get a wife and kids, and live a normal life. This way the character leaves on a happy note. I suggest a little build of a love affair over a couple of sessions, and make the end of the last session the wedding. Of course, when the groom is horribly killed and the pregnant bride kidnapped about half-way through the honeymoon, the groom's old adventuring party will be sure to rescue her.
Insane
Something could happen that drive the character so insane that the other members of the party have him committed. It's not a good thought and the player will really hate to have his character go out on this note. But he/she may enjoy acting a little nutty during his last session. Insanity itself does not necessarily mean the character has to be committed, but if the player is leaving anyways, its just easier.
Blazing Glory
The character dies. But not just any old death that's the result of the roll of a die. This death scene is scripted by you and the old player. It should be spectacular. The type of thing they would do in good movies where the hero must die. The end should be described in great detail and leave everyone with a feeling of awe and closure at the same time.
Family Emergency
The party is in the middle of an adventure when the hero recieves word from a close relative or old friend about some sort of family emergency and is forced to rush off and leave the party never to be seen or heard from again {or atleast until the next time he decides to play}.
These are only a few suggestions. I'm sure there are plenty more out there. The problem of incorporating and phasing out has more to do with working it in with the plot of your campaign than with actually having a new character. The most important things to remember though: 1) The new player must make his own character, and 2) Always throw a party after the last session an old player is with you. Oh, and 3) Have Fun!
Incorporating New Players
NPC Adpotion
Most NPCs will not have stats, nor will much of their history have been created. It is likely that the PCs may have only seen him once or twice, maybe purchased some goods from him, or sat around in his pub. It is important that the NPC you have the new player take on is almost a blank sheet. Basically the only thing that has been identified about this NPC is his/her job. This leaves the new player to roll up the stats and come up with a basic history to fit the character. Of course, now you have to get the character to work with the party and give up his previous career. The easy solution is to have his/her business destroyed by whomever the PCs are after. The NPC will offer to help to get revenge and bingo, he's in. There are plenty of other ways this can be done.
Chance Rescue
The Chance Rescue scenerio usually occurs in the middle of an adventure. The new character, whom the new player has rolled up and written a history about, is currently captured by someone and the party rescues him. For some reason, the new character decides to stick around with the party, this could be a feeling of debt, or a search for profit.
Relatives & Old Friends
If the new player can get together with an old one, the two can come up with their history from when they were young. This involves both players and gives their characters a bond in the game. If an old player happens to be retiring, the new one could come in, tell the old one about some trouble at home that he must return for and offer to take his place in the adventuring party.
Chance Meeting
This one gives the most trouble. The new character meets the others on the street somewhere. They really don't have any reason to stay together, let alone adventure together. But it does tie the new player to his character.
So basically, when incorporating new players there really are only two options: adopting a nondescript NPC, or creating a new character. A new player can never adopt a complex NPC without ruining the NPCs running plot {well, maybe in a very rare case}. A new player should NEVER be allowed to run an absent player's character; since it isn't theirs, they don't have any respect for it. I myself, as the DM, prefer to ghost an absent player than run him. I find that I am always somewhat upset when the player misses the session, and take it out on the character. A new player doesn't even have that kind of respect for a character that's given to him.
Phasing out the Old
It's always sad when an old player leaves the gaming table for 'the last time'. Most often, the player knows beforehand when he's finished, and will let you know. This makes for numerous ways to go out.
Retire
The character could always just retire from adventuring. Face it, he's got a good deal from money and will have more after he sells his now useless {to him} magic weapons and armor. The character could retire, get a wife and kids, and live a normal life. This way the character leaves on a happy note. I suggest a little build of a love affair over a couple of sessions, and make the end of the last session the wedding. Of course, when the groom is horribly killed and the pregnant bride kidnapped about half-way through the honeymoon, the groom's old adventuring party will be sure to rescue her.
Insane
Something could happen that drive the character so insane that the other members of the party have him committed. It's not a good thought and the player will really hate to have his character go out on this note. But he/she may enjoy acting a little nutty during his last session. Insanity itself does not necessarily mean the character has to be committed, but if the player is leaving anyways, its just easier.
Blazing Glory
The character dies. But not just any old death that's the result of the roll of a die. This death scene is scripted by you and the old player. It should be spectacular. The type of thing they would do in good movies where the hero must die. The end should be described in great detail and leave everyone with a feeling of awe and closure at the same time.
Family Emergency
The party is in the middle of an adventure when the hero recieves word from a close relative or old friend about some sort of family emergency and is forced to rush off and leave the party never to be seen or heard from again {or atleast until the next time he decides to play}.
These are only a few suggestions. I'm sure there are plenty more out there. The problem of incorporating and phasing out has more to do with working it in with the plot of your campaign than with actually having a new character. The most important things to remember though: 1) The new player must make his own character, and 2) Always throw a party after the last session an old player is with you. Oh, and 3) Have Fun!
Method Actor 100% Storyteller 92% Tactician 50% Specialist 42% Casual Gamer 42% Power Gamer 33% Butt-Kicker 8%
----------------------------
Writing/DND Website: http://www.shawngray.ca
Carleton University English Literature Society Website: http://www.carleton.ca/els
----------------------------
Writing/DND Website: http://www.shawngray.ca
Carleton University English Literature Society Website: http://www.carleton.ca/els
#6
Posted 15 January 2003 - 01:09 PM
There are also OPCs (Ocational Player Characters) these are players who cannot game on a constant basis, but there characters are usualy coincidentaly not far from the current storyline, and can pop up for a guest apperance in the adventure.
During a seagoing series of adventues one of the Key charicters moved out of state. Also at this time my brother was unable to game with us, through no desighn of his own. The party ended up shipwrecked. Now the problem was how do i get these charicters off the island with the rest of the party. (The campaign was headdid into the heart of the "evil" kingdome) with out having the extra bagage of a large number of now npcs? On the island was the abode of a long dead, insane wizard. Once inside the domicile the "missing" players accidently bumped into a strange orb, that shattered upon impact. The end result was everyone not there had thier charracters turned into a Figune of woderus power. and only when the cosmic conditions are alligned ie. when the players are there the characters would revert back to normal.
Oppon the partys escape from the evil kingdome those that had not returned to the group turned back into there charicters and went there own ways.
During a seagoing series of adventues one of the Key charicters moved out of state. Also at this time my brother was unable to game with us, through no desighn of his own. The party ended up shipwrecked. Now the problem was how do i get these charicters off the island with the rest of the party. (The campaign was headdid into the heart of the "evil" kingdome) with out having the extra bagage of a large number of now npcs? On the island was the abode of a long dead, insane wizard. Once inside the domicile the "missing" players accidently bumped into a strange orb, that shattered upon impact. The end result was everyone not there had thier charracters turned into a Figune of woderus power. and only when the cosmic conditions are alligned ie. when the players are there the characters would revert back to normal.
Oppon the partys escape from the evil kingdome those that had not returned to the group turned back into there charicters and went there own ways.
Happiness is alot like peeing your pants. Everyone can see it, but only you can feel the warmth.
#7
Posted 15 January 2003 - 02:30 PM
I did really like that 'figurine of wondrous power' method for handling OPCs. it worked great for our group. Other things my wondrous husband (aka Shadow_Wolf) has done for the various comings and goings in our 5+ year campaign include:
[list]
[list]
players who leave our campaign usually end up having their PCs NPCd until we reach the next town, at which time they 'go their own way'. This is generally because we don't know someone's leaving the campaign until they've missed several sessions for various reasons.
[list]
[list]
players who leave our campaign usually end up having their PCs NPCd until we reach the next town, at which time they 'go their own way'. This is generally because we don't know someone's leaving the campaign until they've missed several sessions for various reasons.
#8
Posted 15 January 2003 - 04:38 PM
thank you. I have actually been using a OPC and didnt even know it. He was a wise half elf sorcerer whom did alot of disappearing into the sunset and then coming back preaty much whenever needed. I have also NPCed him so that he stays in until its a good breaking off point. So, its totaly fine to have a NPC/PC. Thank you guys I do...
Oh, and thanks for the advice on people leaving. I have had this happen before because some people dont understand the commitment it takes and become over whelmed
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