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Bringing in New Characters - What Do You Do?
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 2503164" data-attributes="member: 6584"><p>As a DM, I had problems with this a couple of campaigns ago. Got really out of hand. I ended up bringing the game creaking to a halt before moving onto other things. Obviously not the best answer!</p><p></p><p>In the post campaign retrospective phase, I think there were a number of factors at work:</p><p></p><p>Some characters wern't particularly meshed into the campaign world. Basically new characters - just didn't have the backstory of some of the more established PCs. Takes a while to settle in - IME, this is the dangerous period for 'I just fancy a change'.</p><p></p><p>So, I've diddled around with character generation. Basically, developing a character background along a set of guidelines gives extra character building points... funnily enough, all the players take this up! Come up with more developed backgrounds - normally starting with some degree of emotional investment and attatchment to their character. Like it so much that I've used it in every game since. (Credit where it's due - first saw this idea put forward by Buttercup. Thanks!)</p><p></p><p></p><p>Death rate - found this a big problem. At the mid > higher levels, say 9th to 15/16th. Plenty of sudden and interesting ways to die and the game is getting very lethal. Getting raised costs a level, True Ressurection is too expensive for now... I've gotten stuck here playing the same level over and over again. Seen it happen to other players. IMO, it's incredibly frustrating. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f621.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":mad:" title="Mad :mad:" data-smilie="4"data-shortname=":mad:" /> At some point a lot of people just want to throw the towel in and play a new character? Worst for fighter types, the more you die, the more likely you are to get killed. Not a good situation.</p><p></p><p>Several ideas: Tone down the 'cost' of getting raised. Making it cost the XP of the level below is one answer. i.e. dying at 10th level loses you 9000 XP from your current total, rather than reducing you to the base XP of level 9. Seems a little 'fairer', but isn't a great answer. Starting a new character would drop you to the bottom of level 9. Gives an incentive to get raised and keep on playing the same character.</p><p></p><p>WFRP fate points... avoid the 'costs' of death all together. Built in limit to how much you can use them. I really like this answer.</p><p></p><p>Make the game less lethal:</p><p>Perhaps any blow, spell or effect that would kill you, instead reduces you to -9 HP. Your friends get a round to save you. </p><p>Action Dice.</p><p>Die at -Con instead of -10.</p><p></p><p>Might feel too much like 'fudging' the game for some people.</p><p></p><p></p><p>Boredom with the campaign. Possibly plot related? Just not getting/enjoying higher level play? Fed up with rules heavy stuff? - any one of a host of things with no easy answers. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 2503164, member: 6584"] As a DM, I had problems with this a couple of campaigns ago. Got really out of hand. I ended up bringing the game creaking to a halt before moving onto other things. Obviously not the best answer! In the post campaign retrospective phase, I think there were a number of factors at work: Some characters wern't particularly meshed into the campaign world. Basically new characters - just didn't have the backstory of some of the more established PCs. Takes a while to settle in - IME, this is the dangerous period for 'I just fancy a change'. So, I've diddled around with character generation. Basically, developing a character background along a set of guidelines gives extra character building points... funnily enough, all the players take this up! Come up with more developed backgrounds - normally starting with some degree of emotional investment and attatchment to their character. Like it so much that I've used it in every game since. (Credit where it's due - first saw this idea put forward by Buttercup. Thanks!) Death rate - found this a big problem. At the mid > higher levels, say 9th to 15/16th. Plenty of sudden and interesting ways to die and the game is getting very lethal. Getting raised costs a level, True Ressurection is too expensive for now... I've gotten stuck here playing the same level over and over again. Seen it happen to other players. IMO, it's incredibly frustrating. :mad: At some point a lot of people just want to throw the towel in and play a new character? Worst for fighter types, the more you die, the more likely you are to get killed. Not a good situation. Several ideas: Tone down the 'cost' of getting raised. Making it cost the XP of the level below is one answer. i.e. dying at 10th level loses you 9000 XP from your current total, rather than reducing you to the base XP of level 9. Seems a little 'fairer', but isn't a great answer. Starting a new character would drop you to the bottom of level 9. Gives an incentive to get raised and keep on playing the same character. WFRP fate points... avoid the 'costs' of death all together. Built in limit to how much you can use them. I really like this answer. Make the game less lethal: Perhaps any blow, spell or effect that would kill you, instead reduces you to -9 HP. Your friends get a round to save you. Action Dice. Die at -Con instead of -10. Might feel too much like 'fudging' the game for some people. Boredom with the campaign. Possibly plot related? Just not getting/enjoying higher level play? Fed up with rules heavy stuff? - any one of a host of things with no easy answers. :) [/QUOTE]
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