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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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