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Introducing New Characters
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Introducing new characters into an existing campaign can be very tricky. There are a number of issues that can complicate things further such as the realism of someone being in the immediate area or the existing PCs having any reason to trust the newcomers with their money and secrets, much less their lives.
Last week I ran a session of my Star Wars game, which takes place sometime after the Sith War, about 4,000 years before the movie. The existing party was made up of two young Jedi who each left the Order and were going through trials to be initiated by Sith Spirits. The requirement for their initiation was that they hunt down and kill at least one Jedi for each of them.
We explained all this to the two new players before the game. Brian chose to play a Force Adept with a strong inclination to the Dark Side, who was found by one of the Sith hopefuls and recruited. All in all, a good concept and a good match with the party.
Nevin’s character was a stark contrast. He built a Rodian Fringer, a mechanic with piloting abilities. He was Force Sensitive, but had no force abilities and no real combat ability. I had reservations in the beginning, and I voiced my concerns, but said that he “should play what [he] wanted,” as I don’t, as a rule, tell players what they should and shouldn’t play.
Looking back, this was a mistake. I should have vetoed the character and either helped Nevin’s rework the character into something viable or helped him build a new character from scratch. As it was, Nevin’s character barely fit in with the party and was barely engaged in combat when the rest of the party entered it. In fact, there were barely any opportunities for his character to shine - and the character build was only half the problem.
Mentally, the character was incongruous with the group. Everyone else had something that drew them to the Dark Side in some way or another, an anger or hatred or fear that they had. Nevin’s character did not. In addition to this, the rest of the party were, in the words of Zorg, “killers - dyed-in-the-wool killers. Cold blooded, clean, methodical and thorough.” Nevin’s character, however, was not.
All of these differences were highlighted and made more clear when their initiation began, and they were presented with a series of Force Illusions which tested their reactions to different circumstances, and were generally designed to push each character further down the path of the dark side and down the path of power. Nevin’s character went temporarily insane almost immediately.
The lesson from all of this is simple, when introducing new characters, it’s important to be willing to veto the ones that just won’t work out, and then help the person correct the problem or build an entirely new character.
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3 Responses to “Introducing New Characters”
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[…] Yesterday, I talked about a recent game where I had to introduce two new characters into an existing party, and why one character melded beautifully with the group, and the other one didn’t. […]
Your point is an excellent one. Most of the better campaigns I have played in and run benefited from good character interaction, which depends on the initial design. The few times I’ve decided to do the heavy lifting as GM [allowing unconnected or unsuitable characters] it’s been a disaster.
Glad I’m not the only person this happens to.