Roleplaying Tips Weekly E-Zine Issue #436
Introducing New Characters Into An Existing Campaign
Contents:
This Week's Tips Summarized
Introducing New Characters Into An Existing Campaign
- Reward Roleplaying, Punish Incompetence
- Give New PCs Full XP
- Start New PCs at the Beginning
- Create New PCs from NPCs
- XP is not the Biggest Loss
- New PCs Must Fit the Setting
Gamemaster Tips Summarized
- Nine Ways to Hide the Truth and Get Away With It
- Adventure Design 101
Latest Posts @ CampaignMastery.com
- The Plot Thickens - Hooking Players Into Adventures
- Ask the GMs: Characters not trusting the other PCs
- Distilled Cultural Essence Part 4: Expressing a different society
Johnn Four's GM Guide Books
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A Brief Word From Hannah
Noncon
Last week I went to Noncon 9 at Vassar. It's a small con,
with gaming and comics and anime. I planned to register for
the Paranoia and Ork games, and spend the rest of the time
wandering. Like most of my plans, it didn't happen.
We got lost and arrived too late to get in on Paranoia, so
we played some Magic: the Gathering instead. We ran into a
bunch of other Magic players, and spent all night doing
that, with a few hour break to crash on some couches in a
dorm lounge. The next day, I got dragged into the Type II
Magic tournament, and missed the Ork game.
So I can't report on whether the gaming was any good. But
the vendors were cool, and the few non-Magic rooms I managed
to get a peek at also looked like fun. I'd encourage anyone
nearby to attend Noncon next year.
Gods, Gods, Everywhere
We've just had our first ever totally combat-free session of
4e D&D. And oh boy, was it epic. I'd been worrying about
finding a way to bring our wallflower cleric to the front in
a storyline. I will worry no longer.
The paladin was about to sacrifice the fighter to Torog to
bind a tribe of goblins to him and the god. They were
planning to substitute someone they didn't like for the
fighter, but the cleric convinced them he had a better
solution. His solution was to swoop in at the last moment,
and in the guise of healing the fighter, to diminish his
pain, blessing him in honor of the Raven Queen. The paladin
ripped out the fighter's heart, and as his body was consumed
by divine power, his soul went to the Raven Queen.
Now Torog is angry, the goblins are bound to the cleric, and
the fighter is in a body created by the Raven Queen to house
his soul while he guards the cleric (which, I've assured
everyone means he is not an undead - more like a
Sorrowsworn). She's told him that when the cleric is no
longer in danger, she won't need him any longer.
The fighter wants his heart back so his old body can be re-
created once he's free, but he'll have to convince Torog to
give it to him. This is going to be tough, considering he's
currently soulbound to foiling Torog's vengeance. Meanwhile,
the Melora-worshipping warlock is trying to convert the
ranger so if war breaks out between the gods, there will be
one more person on Melora's side.
Despite all this, the party is sticking together, and plans
on spending next session dealing with more terrestrial
problems. There's nothing like an environment so deadly that
no one can survive it alone to encourage party cohesion.
My plan, incidentally, was for them to sacrifice a random
wererat and be done with it.
Hannah Lipsky
hannah@roleplayingtips.com
AIM: DemonIllusionist
Website :chaoticshiny.com
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Burning Wheel Tangles With Mice: Mouse Guard RPG
I have the Mouse Guard Fall 1152 comic right here on my
desk. It's a beautiful, hard cover book. It tells the tale,
with lush illustrations, about medieval mice defending
themselves against predators and other dangers.
Now this comic is an RPG! And it's been designed by none
other than Burning Wheel genius Luke Crane.
William Hostman provides an excellent brief overview of the
game at Amazon. "The system works really well. My 9yo can
play it comfortably, and understands the rules; my 50yo
friend who has been gaming since 1978 also enjoys it quite a
bit."
If you are a fan of the Mouse Guard comic, you should check
out the RPG. Reviews and info:
Mouse Guard Roleplaying Game at Amazon.com
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Introducing New Characters Into An Existing Campaign
1. Reward Roleplaying, Punish Incompetence
From: Thomas S.
We have a simple system for introducing new characters.
If you die because of your own (the player's) incompetence -
i.e., the thief who never checks for traps, even though he
has 18 wisdom - and you can't be resurrected, you may create
a character at half the effective level of your dead
character.
If you die through good role playing - i.e., allowing a
character to charge an illusion because he failed his saving
throw, even though you know it's an illusion because all the
other players made their saves - and you can't be
resurrected, you may create a character with 90% of your
experience points.
If you just grow tired of your character, then your new
character will have half the effective level of your old
character.
This way, players are encouraged to pay attention, aren't
discouraged from role playing, and are discouraged from
junking a character out of boredom or just because a fighter
would be more suitable for an adventure than a wizard.
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2. Give New PCs Full XP
From: Riina Stewart
In general I try to keep the PCs on an equal footing where
XP is concerned. When people change characters I allow them
to have XP equal to their previous character. If they are
new to the group, I'll assign them the average XP in the
group.
I don't distinguish between replacement characters for PCs
that died and new characters a player simply wishes to
change to.
I do this for a number of reasons.
- It is difficult to run for groups with a wide range of XP
- you need to find a balance where you can challenge all of
the characters without vastly exceeding the ability of the
low level characters, or boring the high level characters.
- Characters with less XP will find it harder to achieve
mechanical success. Even in very roleplaying oriented games
it can be depressing to have your character's thunder
constantly stolen by the more powerful PCs. In a combat
oriented game the problem is even more pronounced. Players
want to enjoy success from time to time.
- Reducing XP for replacement characters can create a
vicious cycle. If a PC dies and the replacement is less
powerful in XP terms than the rest of the group, they are
even more likely to die in the next combat, and get an even
less powerful replacement character.
In a similar vein, if someone grows tired with their old PC
and wishes to replace them, a less powerful replacement
(especially if the difference between the PC and the rest of
the group is large) is going to be somewhat frustrating, and
less enjoyable. This defeats the purpose of taking a new
character to have more fun.
- Players whose characters have died are already unhappy
enough. Why punish them further by giving them less XP for
the replacement character?
I also prefer there to be some level of continuity in the PC
group. I encourage my players to keep the same characters
for the course of the campaign so I can build up the plots
and background surrounding the characters. Giving
replacement characters less XP would certainly encourage the
players to hang onto their old PCs.
I do allow players to take weaker characters if they wish,
but those players are prepared to deal with the power
imbalance, and are looking forward to the challenge of
playing a weaker character than the rest of the party.
In the end, whilst there are many other things besides XP
that make a character fun to play, I think even the most
clever, resourceful and roleplaying oriented player will
find losing XP, or having less XP than the rest of the
group, somewhat encumbering.
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3. Start New PCs at the Beginning
From: S.
The penalty for scrapping a character should be
- the loss
of that character (no switching back), and
- the new
character starts as a beginning character.
This will discourage the whole "character scrapping"
practice without outlawing it. It also makes sense. The new
character is an entirely different person. They should not
get the XP earned by another person.
As for introducing new characters for new players that have
joined the group, it can be handled a couple ways. In a
level based game, the new player could be allowed to make a
character of level equal to the average of all the levels of
the other characters in the game. With points systems, they
get that many points to spend on making their character.
Then there's the way we do it in my group. All new
characters start as brand new characters. But they get the
same XP awards as the others as long as their character is
doing his best to aid the group. If they run and hide while
the others go take care of the bad guys, they get penalized.
If they help in their own way, however, no matter how
ineffectually, they get rewarded the same. After all, the
squire throwing rocks at a dragon is being a lot braver than
the seasoned knights hacking away at it. They've done this
sort of thing before. It's all new to him.
This way, they'll tend to catch up with the others somewhat
quickly. I've experienced instances where I learned more in
the first two weeks at a job than in months of schooling, so
the rapid advancement when thrown into a group of the big
guys isn't unrealistic.
As far as I'm concerned, this is the only way to go. I know
I appreciate a 6th level character and am more attached to
it when I earned all 6 levels, rather than having been
allowed to create him at 5th or so.
If I know I can just replace my character with one of the
same level as everyone else in the group if he dies, where's
the risk in adventuring? And without risk, where's the
excitement?
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4. Create New PCs from NPCs
From: Dave Stebbins
One tip I read for introducing new characters was the player
had to choose the new PC from among the NPCs the party had
met and befriended during play. This made the introduction
seamless within the campaign and also encouraged the players
to interact more often with NPCs during play.
I would use it in the following manner: if the player chose
to play one of the NPCs the party had met, he could enter at
the same level as the character who died or was abandoned.
If the player chose to introduce a completely new PC, the PC
would come in one level below the lowest level party PC. For
non-level-based games, a similar solution could probably be
reached.
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5. XP is not the Biggest Loss
From: Richard Di Ioia
I don't distinguish between players whose character has
died, and who merely want to try something new. As this is a
game made to have fun, either reason to switch character is
equally fair.
Regardless of why they switch characters, the immediate
disadvantage is they lose all of their previous character's
equipment, contacts, information, favors, etc. In a long
running campaign this is more detrimental than loss of XP.
As for the XP, I start the new character lower than the rest
of the party at first. I then give the new character an
advanced XP progression so that within a few sessions they
catch up to the rest of the party.
This allows the player to familiarize himself with the
skills and abilities of his new character. Otherwise, you
have a powerful character who is played by a rookie and
makes basic mistakes that could ultimately kill his party
members.
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6. New PCs Must Fit the Setting
From: Deyv
In my campaign I use the following simple system for
introducing new PCs:
- The nature of the PC must correspond with the environment
the players are in at the time. This maintains the logic of
the game.
For example, the party I DM recently spent the better part
of 2 sessions in a xenophobic dwarf enclave. The party were
the only outsiders to visit for decades. At the start of one
game, a player's brother wanted to join. My stipulation was:
play a dwarf PC, or wait until the party had moved on to
play something else.
This way, the ball is in the player's court as to when they
want to join. If a dwarf from this enclave was acceptable,
they played right away. If their heart was set on wood elf,
they have to wait.
- Any player can bring in a new PC at any time under the
guideline above. There is no transfer of XP or items from an
old PC to a new one. One individual leaves the party, and
another arrives and has to work themselves in to the party.
This usually leads to a role-playing interaction between the
PCs, which is always nice. By the way, they don't always let
the new PC join! Sometimes prejudices against specific
classes or races exist in the party, and show themselves at
times like this.
- All new PCs start with EXP equal to 10% of the highest
party member. It's a simple calculation, and the new player
can then pick interesting races like drow, asimar, or half-
dragon.
New PCs can't jump to the front of the party power
structure, preserving the long-term, established PCs'
prominence in the party. As for items and equipment, we use
the standard GP amounts given in the rules; the new PC can
spend the cash as they wish, but this too must fall within
the guideline in point 1 above.
* * *
Related tips:
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Complimentary Ads For Conventions
Do you run a roleplaying convention? If so, I'm offering
this ad spot in 2009 without charge to help support game
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Cons small and large are welcome.
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For Your Game: Holiday: Feyfest
From: chrysaetos
Once planting is done, the farmers living near Brigid's
Forest celebrate the end of the work with a feast for the
fey living within the wood. This is the time when local
druids bless the fields and children are given their birth
name.
Marriages should not be performed on this day, however, lest
the happy couple be "blessed" by the mercurial fey and bring
trouble upon their house.
During the feast, people dress in elaborate and sometimes
shocking costumes based on the fey themselves. Costumes
range from faux pixie wings and goat-hide trousers to
dresses of woven leaves.
It's not unusual for a few sprites or a satyr to join the
festivities, though sometimes more rare and unusual fey
appear; a nymph, a spriggan, even the occasional unicorn
straying from its glade. Strange curses and quirky blessings
are commonly bestowed by the fey, though generally lifted by
the next full moon at the latest. It's a day for mischief
and merriment for all concerned.
Holiday Encounters:
- A crew of mischievous pixies spike a bowl of punch with
an Elixir of Love.
- A ragewalker shows up at the festivities, sowing chaos.
- The satyrs get drunk and, well, go read some classical
mythology.
- A redcap curses the town for refusing to let him
participate.
- The Queen of the Fae arrives with her panoply for the
celebration, but when she leaves in the morning, the
inhabitants suddenly become ravenously hungry and discover
the town has lost three days of time.
- A couple who elope during the holiday at a satyr's
suggestion have their first child replaced by a changeling.
Gamemaster Tips
Have some GM advice you'd like to share? E-mail it to johnn@roleplayingtips.com - thanks!
1. Nine Ways to Hide the Truth and Get Away With It
From: Erika Hoagland, With permission from:
http://exchangeofrealities.today.com/
One of the common staples of magic systems is the ability to
detect lies. It's so simple, so logical, so useful - but
many people shy away from it. Why? Because it makes it hard
to bring in mysteries, or conspiracies, or much of anything
that requires people to hide the truth.
It doesn't have to, though. Everything has a counter or a
bypass, and lie detection is no exception. It just requires
being clever.
For the sake of this tip, I'm going to use the standard lie
detection effect. It requires the user to understand the
speaker, and specifically detects and alerts its user to
deliberate untruth.
Now. How does a clever character get around this?
- Don't actually lie. This is the basis for foiling any of
these things: you may beat around the bush, you may sidestep
the question, you may do any of a number of things, but you
may not lie, because you'll get caught.
- Answer a different question. What you want to do is give
a statement that's topical enough to be relevant to the
question, and still be true. Ideally, it's true enough they
mistake it for the answer, but one can't expect to win all
the time.
- Interpret the question more literally than the questioner
meant, in such a way that, through a technicality or two,
you aren't actually lying when you say no. "Did you steal
Lord Vigarth's book?" can be answered with no when you
consider yourself to have borrowed it - particularly when
you really did put the book back when you were done with it.
- Interpret the question as being something else entirely,
if possible. This is easiest when the question is missing
antecedents, as all you have to do is fill in your own. Just
make sure the antecedent's plausible, or it'll be pretty
obvious you're lying to yourself.
- Answer with a question of your own, preferably one where
the answer might in itself answer the question. Be careful,
though; this is a common enough trick that people might see
it coming. On the other hand, if you're clever, you can use
the answer to lead the wannabe detective in an entirely
different direction.
- Qualifiers. "It's been said that," "Rumor has it," or
"So-and-so seems to think that," make effective dodges - as
long as it's technically true that it's been said, rumor has
it, etc.
These ways are the most immediate. What happens if you know
ahead of time you're going to be asked?
- Find something you want the opposition to believe, then
convince a third party, one the wannabe detectives are
likely to question, that it's true. Find a way to make sure
it comes out sometime when they're detecting the truth. That
way, even if they catch you lying about it, their old
results indicate it's true. Not very good for their
confidence in their system, is it?
- Magic that foils truth detection magic. Most people favor
something that just plain immunizes them to lie detection,
but that can be sidestepped by requiring the person being
questioned to tell a lie so as to ensure the magic works.
Something a little more subtle would be in order. One of my
favorite examples is in Tamora Pierce's Trickster's Queen;
the main character creates what she calls a "Liar's Castle,"
a trick that's half spell and half mental exercise in which
she subsumes herself in one of her cover identities, so that
"truth" for her is what's true of that persona.
It's still possible to lie - I particularly like this one
because you can choose something true of you that you don't
want the opposition to believe as the calibrating lie - but
it'll keep your secrets safe.
- Put the burden of proof on things that aren't just the
lie detection magic. After all, who says the person who
performed the lie detection was telling the truth, or didn't
in some way tamper with it? You can't trust anyone these
days.
The detective-types know what's really going on and can't do
anything about it, the perpetrator gets to be smug, the
story's extended, and it works out for everyone eventually.
It wouldn't be the first time that a mystery wasn't
"Whodunit?" but "How can I prove it?"
Get the hang of that, and lie detection becomes a tool, and
an inconvenience, but not an uncontrollable stumbling block.
And that's what makes a story interesting.
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2. Adventure Design 101: Key Ingredients
From: Scott Schimmel
One of the most rewarding parts of GMing is seeing the ideas
you had for your adventures take shape as the players play
them out in-game. One of the most intimidating parts can be
designing those adventures in the first place, especially
when you're new to GMing. Here is a short list of key
ingredients you'll need when designing your adventures.
A World
You'll need a setting, of course, but you won't need a fully
fleshed-out game world. If you find the idea of designing a
whole world a little daunting, you might find it easier to
approach it by starting small: flesh out a little at a time
as part of your adventure designs, and leave the bigger
picture until you need that detail.
Make no mistake: you'll need that detail sooner or later,
assuming you're running an ongoing campaign and not a one-
shot or miniseries. Even if you're using a published
setting, there will be blanks you'll have to fill in. But
you don't need to do it all at once, and you don't even need
to do most of it before starting the game. All you need to
begin is one fleshed-out region that contains your first
adventure, and some vague idea of what the larger world is
like.
For your first campaign, it might be useful to begin in a
fairly remote region. There should be a small town or other
settlement to serve as the party's base, and a couple of
locations of potential adventuring interest. The party
doesn't necessarily need to know anything of the world
outside of this region.
Fallcrest and Nentir Vale, from the fourth edition Dungeon
Master's Guide, is an excellent illustration of this
principle: you could easily run a game where the PCs all
come from Fallcrest and the surrounding area. There are
plenty of plot hooks for the first few levels, with
adventure locations like Kobold Hall, the Keep on the
Shadowfell, and Thunderspire Labyrinth.
You could probably run an entire campaign there, if so
inclined, but eventually you'll probably want the party to
look further afield. At that point, you can introduce them
to the barony you've created, in which the Nentir Vale lies.
And then the kingdom the barony is a part of. Then the
continent, the world, the world that lies inside of your
hollow game-world, the three moons, the great crystal sphere
in which the world, the sun, and the moons are suspended -
you get the idea.
It's okay to start small and build outward, and it can make
the first steps much more manageable.
An Overarching Campaign Plot
If you have an idea for a central storyline to the campaign,
that's great. But you don't need one. Here's a secret of
GMing: even if you run almost completely unrelated, episodic
adventures, your players will probably tend to find
connections between them. It's human nature.
If you have a couple of recurring NPCs, use similar monsters
in two different adventures, or even drop an offhand
reference to something that happened three adventures ago,
the players will start coming up with theories as to how
they might be related.
Listen to these theories. Take the ones you like best and
make them so. Add a little twist if you like. Don't tell the
players this is what you're doing, and don't adopt
everything they suggest. But don't be afraid to run with
their ideas. They'll feel more invested in the story if they
"know" where it's headed, even if they turn out to be wrong
on occasion.
By the same token, if you do have an idea for an overarching
storyline, but the players seem more interested in pursuing
another idea, don't be afraid to drop it and pick up what
they had in mind. Or maybe you will come up with an idea you
like better while designing a part of the world. Scrap your
old idea, tying off some loose ends as necessary, and go
ahead with the new one.
If you get stuck or make a continuity error along the way,
go back to listening to the players. If you're challenged on
an error, smiling and saying, "Yeah, that's pretty strange,
isn't it?" will probably net you a couple of ideas as the
players discuss among themselves, trying to explain the
glitch.
If the party is drifting aimlessly and you're short on
ideas, dropping the name of a recurring NPC or an appearance
by the minion of a villain the party had thought dead or
defeated might be enough to get things back on track.
Big Bad
That's right - you don't even need to decide on the identity
of the Man (or Creature) Who's Behind It All to build your
adventure. You will need a local villain, and fairly soon,
and you won't want to wait too long before working out the
Big Bad's identity and motivation. But for those first
couple of adventures, all you really need is a name, and
maybe a named lackey or two who's carrying out a minor part
of the Big Bad's plan.
Scott Schimmel is the author of the roleplaying blog A Butterfly Dreaming.
His Adventure Design 101 series is currently ongoing.
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Latest Posts @ CampaignMastery.com:
Campaign Mastery is the official blog of the Roleplaying
Tips E-zine. It's a great way to get more GMing advice and
to chat with me and other readers about GMing. Here is a
quick summary of what's new.
The three types of hooks I use to shoehorn new adventures
into existing campaigns.
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It's great roleplaying when a character doesn't trust the
other PCs in the group. But, what do you do when this goes
on for too long and becomes disruptive to the game? Mike and
I chime in with several ideas, and then Campaign Mastery
readers provide their great advice as well.
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The final part of this awesome series by Mike Bourke that
began in issue Roleplaying Tips #433. Part 4 dives into
specific details about adding colours to the new culture
you've just crafted. It ends with describing Lord of the
Rings as a Blueprint.
* * *
Be sure to subscribe to the blog to get the latest updates sent to you:
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Johnn Four's GM Guide Books
In addition to writing and publishing this e-zine, I have
written several GM tips and advice books to inspire your
games and to make GMing easier and fun:
How to design, map, and GM fresh encounters for RPG's most
popular locales. Includes campaign and NPC advice as well,
plus several generators and tables
Advice and tips for designing compelling holidays that not
only expand your game world but provide endless natural
encounter, adventure, and campaign hooks.
Critically acclaimed and multiple award-winning guide to
crafting, roleplaying, and GMing three dimensional NPCs for
any game system and genre. This book will make a difference
to your GMing.
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