Integration of Experienced or New Players into an Existing Campaign

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Conducting the Game
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DMG

A viable campaign is likely to suffer some attrition as it progresses, with
players dropping out for one reason or another, and new participants
coming into the campaign milieu. Some of these newcomers will be experienced
players from other campaigns and have special characters
which they wish to continue with. Other experienced players will have no
characters, but they will have useful knowledge of the game which puts
them apart from true novices. Finally, there will be the totally uninitiated
participants - those who have only a vague idea of the game or who
have absolutely no information as to what it is all about. These three types
of new players will have to be integrated into a campaign which could be
in nearly any state of maturity, with the majority of players being law,
middle, or high level. To accomplish a smooth transition, I suggest that the
most applicable form of those given below be followed.

Transferring PCs from other campaigns to yours is appreciated
by the participants coming into the milieu, as they have probably
spent a good deal of time and effort with their characters, and a certain
identification and fondness will have been generated. You can allow such
integration if the existing player character is not too strong (or too weak)
for your campaign and otherwise fits your milieu with respect to race and
class. The arsenal of magic items the character has will have to be
examined carefully, and it is most likely that some will have to be
rejected.

If several of such player characters are coming into your game at the same
time, they can actually be of lower level than the balance of participants
as long as they co-operate and adventure together rather than with the
others until they have approached parity with the group. If the character or
characters of the new participant or participants are too powerful for the
campaign, the players will have to accept the fact and develop some new
characters; however, i t is not wrong to let them know that some future
time might see a state of maturity which will allow the joining of the new
characters with their old as co-operating equals or as leader and henchmen.

Experienced players without existing characters should generally be
brought into the campaign at a level roughly equal to the average of that
of the other player characters. If the average is 4th level, far example, an
"average" die or d4 + 1 can be rolled to find a level between 2 and 5.
This actually works well even if the average experience level of the
campaign i s 5th, 6th, 7th, or even 8th, especially when the "averaging"
die is used. If the experience level is above 8th, you will wish to start such
newcomers out at 4th or higher level. After all, they are not missing out on
anything, as they have already played beginning character roles elsewhere,
and they will not have to be virtually helpless and impotent
Characters in your campaign, as you give them a substantial level to begin
with - 4th, 5th, or 6th for instance. You might be in a position to take a
different approach if there are several experienced newcomers in your
campaign by adapting the method given below for the complete
neophyte.

The inexperienced player should be allowed the joy of going on a
dungeon adventure as a neophyte. You will recall how much fun it was
when you didn't really know what was going on or which monster was
which or how to do anything but loved every second of it! Throwing a
green player into a group of veteran AD&Ders destroys all hope of that, for
the inexperienced player will be suppressed or repressed or both. If there
is only one neophyte in your campaign, set up a special area for 1st level
of experience play, and likewise set aside some time for the individual to
play alone - a couple of the experienced players can act the part of some
mercenary men-at-arms, as well as the roles of various tradesmen and
others the new player meets in the course of play, and have a lot of fun in
the bargain; but all actions, reactions, and decision making will be left
strictly up to the neophyte (with no hints or other help from the others). If
several green participants are being integrated at the same time, the experienced
players will not be needed to help out, but otherwise the
procedure is the same. After a few adventures the newcomers will be
seasoned a bit to be allowed to join in with maior expeditions on occasion.
When 3rd or 4th level has been reached i t is generally acceptable to allow
full co-operation between the less experienced and veteran players, for at
that paint the former should be able to contribute something to play and
greatly benefit from adventuring with the "old hands".

Be careful not to allow magic items from other campaigns to come into
yours with integrated player characters, as this could upset your milieu or
at least give the player character something he or she never was meant to
have. See NON-STANDARD MAGIC ITEMS for details. Considered use of
inherited or bestowed magic items is certainly urged with respect to integration
of experienced players with new characters into a group of middle
or high level characters. Similarly, if a neophyte is to be worked into the
campaign as quickly as possible, yet allowing the enjoyment of first adventuring
to be unique to him or her, extra funds and a minor item or two
should be included when the character is developed. The obiect of this is
to keep the campaign viable, for i t is almost certain that attrition will occur,
and you will need to bring in new players as smoothly as possible in order
to maintain your milieu, but you will also need to make the integration as
enjoyable as possible for them and for your veteran players as well.
 
 

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