Introducing new characters

OfRiceAndHen

First Post
I'm a player in a campaign, and I'll be switching characters soon. The problem is, the party is extremely suspicious of new people they meet, so how can I join the group?
 

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More details are really needed to know how to answer this question.

In our campaigns there's usually a brief awkward period when a new character is introduced but it passes relatively quickly after the party grills the new character and learns his/her intentions. I think it's one situation where a little metagaming isn't bad. Everybody knows out-of-game that the new character will eventually be a full-fledged party member so there's really no reason to prolong the introduction longer than it needs to be. That's just my opinion though.
 

Haha, last night, a new character was introduced. I thought it was the funniest metagaming ever.


Here's a little bit of background, my campaign is very much pirate based, anyway so everyone is on the ship eating. While the game is proceeding a new player is rolling a character at the table, she's a cleric of The Earth Mother, she enjoys growing plants and everything. So anyway, while the current PCs are eating (also, the cook rolled a relatively low roll for his cooking skill... which resulted in a pretty subpar meal), one of them quips.

"you know... this meal is alright and all... but wouldn't it be better with some fresh herbs"

haha, i laughed.

Anyway, net result, they now have a ship with planters all over the place. Not very tough looking. Haha.
 

Party: Hello.

PC: Hello. I am an adventurer. I adventure.

Party: We, too, are adventurers. Would you like to adventure with us?

PC: Yes.

Party: Welcome aboard.



I have seen it go off with little more drama than that. In some ways I wish my group would integrate a little more roleplaying with the addition of new characters. On the other hand, this metagaming gets back to the heart of the adventure that's at hand, and I don't have a problem with that.

There are a lot of ways that the fact that we're playing a game interferes with verisimilitude. PCs that probably wouldn't really get along continue to work together, PCs trust each other right away without reservation, parties go on quests that they might not REALLY have an interest in just because that's the hook in front of them and the players think it'll be cool. As a DM I try to provide interesting hooks and a full, exciting world, rife with possibility. I try to inform them of bits of knowledge and culture that the PCs would probably know even though the players don't. I try to give them drama and encourage them to create their own.

Sometimes the drama just doesn't happen and the story does not unfold in rich detail. Sometimes I despair a little, then I remember that we're sitting around in someone's basement playing with toys and pretending to be monsters and wizards and knights. At this point I say "Get over yourself" and stop giving a rat's pajamas about the fact that one guy named his PC Blackleaf, another thinks that arson is a good solution to most problems and the party essentially had the above conversation with a new player's PC.
 


I'd suggest working with the DM on that question. I assume he asked you to prepare a background story, if so you could perhaps discuss with him how your background could have some quest linked to it that would merge with the party's quest.

Or, just buy a keg of ale for everyone, you'll all get along nicely after 10 beers.

Sky
 

OfRiceAndHen said:
I'm a player in a campaign, and I'll be switching characters soon. The problem is, the party is extremely suspicious of new people they meet, so how can I join the group?

New PC: Hi, I'm the new guy. I have full treasure and magic items commensurate with my level.

Old PCs: Damned glad to meet you, new guy! Do you have a will?
 

rgard said:
New PC: Hi, I'm the new guy. I have full treasure and magic items commensurate with my level.

Old PCs: Damned glad to meet you, new guy! Do you have a will?

With the over-the-top evil game we just wrapped up (two sessions, three PC deaths, one unfinished module and a relieved DM -- me!) I actually encouraged one of the players to do worse than that. His evil stonechild had been slain, and the PCs had no diamonds and no way out of where they were.

Me: "Why don't you make a pacifist character whose entire worldly possessions consist of diamonds?"

He wound up with several thousand GP of diamonds and black onyx, and the rest of his possessions as outfits -- he was a travelling merchant who was trapped in the same place as the party, and he lasted just long enough to fail his fortitude save. :D

Needless to say, we were really not taking it seriously.
 

To the OP,
My only advice to new players joining my group or others that are bringing in a new character is "Don't try to be sneaky or cocky with the party."

Case in point (one of many, actually):
Several years ago while running a v.3.0 campaign I had a new player join the group. He came up with some cool background as to why his wizard was in the hills where the party was and why he was traveling at night in the rain and spotted their campsite.

OK. Cut to that part of the game session...

ME: OK. It's late. You're tired. And the rain continues unabated. What is the plan to pass the night?
Party: We've put up our tents and built some lean-to's. So and so has the first watch followed by so-and-so, that guy, and yatti-yatti-yatta. (you get the picture)
Me with the new player in the other room: OK. You're wet and tired and you're pretty sure you've given the gnoll hunting party that were tracking you the slip. Coming over a ridge you spy a campsite up against a cliff face. There's an inviting campfire burning up against the cliff out of the rain and several tents and lean to's providing shelter from the rain. You notice a tired-looking man armed with a bow that appears to be keeping watch while his friends sleep. What do you do?
New Player: I sneak up to the campsite. I've got my crossbow loaded just in case. (several rolls to detemine his success and he creeps up behind the lean-to the PC on watch is sheltering under.)
Me: OK. You've made it up to the campsite unnoticed (said with a "why exactly are you doing this?" kind of voice). What do you want to do?
New Player: I cast a spell to distract him (ghost sound, prestidigitation or some such)
(some more rolls and now the PC on watch has heard him mumbling his spell)
Me to the player of the PC on watch: You hear a soft voice mumbling something behind your lean-to. What do you do?
Player: I walk around the lean-to with an arrow knocked and ready to fire.
(Rolled for Initiative)
Me to the new player: Apparently your trick didn't work. The man has stepped around the lean-to and has an arrow aimed at your heart, ready to fire. (To the player ready to fire) Now what?
Player: I ask, "Who are you and why are you sneaking up on our camp?
New Player: "Uh, nobody of consequence and I was just curious." Spoken in his best crafty wizard voice.
Me: OK. Now what?
Player: Right. I shoot him! (rolls and hits the wizard's pitfiful AC and deals enough damage to kill him)
Me to the new player: OK. That was fun. Do you have another character prepared?

Some of you may be saying, "Well, you're the DM. You could have prevented that by intervening". Yes, that's true, but I tend to give free reign to my players and let them and new players interact how they want so the new guy can get a feel for the game and the other players.
In this case, the new player learned that it doesn't pay to try to be sneaky with his fellow players when their characters have no reason not to stick him full of arrows.
 
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