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<blockquote data-quote="fba827" data-source="post: 5975643" data-attributes="member: 807"><p>* is there a NPC that is on close terms with the PCs that is the same 'type' that your cousin would want to play? If so, convert the NPC to a PC for a session (giving your cousin the basic concept and maybe a signature move and then letting him/her fll in the details for his/her playstyle) and then back to NPC after your cousin leaves.</p><p></p><p>* Maybe the PCs are about to go to an area where it is possible that the PCs are about to go somewhere that there could be a prisoner. In that case, put a prisoner in there and it is your cousin. Thus the cousin stays with the PCs for the duration of the adventure until he/she gets to a safe spot (or just a lttle longer if he overheard some information that will help guide the PCs through something) and parts ways never to necessarily come up again.</p><p></p><p>* let your cousin make a new PC from scratch (or a companion using DMG2 companion rules for something 'faster') and then make it a NPC after your cousin leaves, thus a source of information or someone who stays back to hold down camp while the PCs go off and return every so often</p><p></p><p>* let the PC get killed though (personally) i don't think the death would have a very big impact because everyone would be thinking "yeah, the player is going, no big deal"</p><p></p><p>* let the PC get charmed/converted as a bad guy</p><p></p><p>* maybe the PC joins them but -later- is revealed to have been working with the bad guys all along and was spying on them for the session. thus leading to a confrontation later with the cousin's PC as a NPC on the enemy side of things (though you'd have to know if your other players are good sports for this sort of thing, it could break some implied DM-player trust)</p></blockquote><p></p>
[QUOTE="fba827, post: 5975643, member: 807"] * is there a NPC that is on close terms with the PCs that is the same 'type' that your cousin would want to play? If so, convert the NPC to a PC for a session (giving your cousin the basic concept and maybe a signature move and then letting him/her fll in the details for his/her playstyle) and then back to NPC after your cousin leaves. * Maybe the PCs are about to go to an area where it is possible that the PCs are about to go somewhere that there could be a prisoner. In that case, put a prisoner in there and it is your cousin. Thus the cousin stays with the PCs for the duration of the adventure until he/she gets to a safe spot (or just a lttle longer if he overheard some information that will help guide the PCs through something) and parts ways never to necessarily come up again. * let your cousin make a new PC from scratch (or a companion using DMG2 companion rules for something 'faster') and then make it a NPC after your cousin leaves, thus a source of information or someone who stays back to hold down camp while the PCs go off and return every so often * let the PC get killed though (personally) i don't think the death would have a very big impact because everyone would be thinking "yeah, the player is going, no big deal" * let the PC get charmed/converted as a bad guy * maybe the PC joins them but -later- is revealed to have been working with the bad guys all along and was spying on them for the session. thus leading to a confrontation later with the cousin's PC as a NPC on the enemy side of things (though you'd have to know if your other players are good sports for this sort of thing, it could break some implied DM-player trust) [/QUOTE]
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