| Post/Author/DateTime | Post |
|---|---|
| kntshade03-22-05, 12:48 PM | As DMs we are often faced with two very common problems. The First is how do we start out our campaign, and introduce the PCs in a cool way? The Second is how do we introduce a new player into a game that’s already established? These two questions made me think we should come up with 101 ideas for introducing characters. I’ll start, everyone else join in with any random ideas you may have. If we get more than 101, then great! 1. The new PC happens to be a prisoner along with the PCs. New PC has been there for a time and has hatched an escape plan already. 2. New PC is related to one of the other PCs and has come looking for his (brother, sister, uncle, etc.) 3. New PC is part of the same organization as one of the PCs and was sent by the organization to help (and possibly secretly spy on the PC from the same organization). 4. New PC somehow shares a common link to what the group is currently doing. Looking for the same item, or the Brother/sister of someone the group is trying to rescue, etc. 5. Maybe the New PC has information about what the group is doing next? (Such as they are very familiar with a certain Mardi-Gras Festival the party plans on attending and can give them the do’s and don’ts before they attend…) 6. Someone in the group Dreams or has a vision, or their fortune told, about the importance of finding and doing X with new PC. New PC must be found and convinced to join the group. 7. Group and new PC share a common enemy. 8. New PC shows up and helps group in a particularly hard fight. 9. Group shows up and helps new PC in a particularly hard fight. 10. New PC is an important person the group has to protect (a key witness, a Juror who was threatened, a noble, etc.) |
| Helmed Horror03-22-05, 12:53 PM | 11.) a random teleport spell sends you to the where the pc's are. |
| Lord Dracos03-22-05, 03:35 PM | 12. New PC is a random, over zealous fan of the adventurers. 13. New PC is a formor NPC owing them a favor. |
| Soepkommetje03-22-05, 03:39 PM | 14.) A huge mountain gorilla pops out of a rock or a tree, takes the body of the deceased adventurer, puts the new adventurer down and disappears in the woods. None of the adventurers are surprised or find it a bit odd. (you guessed it, our campaign wasn't totally serious) |
| Mirikon03-22-05, 05:34 PM | 15) Party is at a local wizard's guild. During their stay, the new PC joins them, looking to get some adventures in away from the guild. 16) New PC is also going after the same BBEG, for personal reasons. They meet up somewhere along the line, following the same clues. 17) PCs need healing/raising from a local temple. Temple agrees, but at the cost of a Gaes to take new PC with them. (works especially well if the new PC is ICly a jerk) 18) PCs come across new PC during a dungeon crawl. New PC is there for personal reasons, nothing to do with party. 19) PCs are fighting, and the new PC, who happened to be nearby, comes to help. 20) New PC is hired by group to help out. |
| 6FootGnome08-14-05, 11:07 AM | 21) The pcs find the new guy being attacked by bandits or a monster or something and help out. He joins in gratitude when the threat is over (check the personallitys of all involved if your going to use this!) 22) The new PC is a captive of <something the pcs fight> The pcs rescue him when their done 23)The PC is a surviour of the last group the PCS employers sent 24) The PC was later hired by the employee and sent after the PCs for reinforcements 25) One or more of the PCs did something that places the new PC in a state of gratitude, either in game or before game (saving a town, defeating a hated foe, etc) 26) The PC is a relative or friend of an NPC the party are on good terms with |
| Herald of Jupiter08-14-05, 11:26 AM | 27) the new Pc is the wizard (the party has to kill this PC) who tries to summon a greater demon, which fails. Hereafter, the new PC suffers from amnesia and, thinking he couldn't do any harm, the pary takes him with them. (We couldn't be more wrong...he killed us all.) |
| 20goingon123208-14-05, 05:39 PM | There is the old stand-by of PCs saving new guy from goblin tribe's tribal roast/stew. |
| Nephite08-14-05, 05:54 PM | 28) The PCs are out adventuring. Scenario as follows: Roge: I pick the lock on the chest. *Rolls a die* I got a 28. DM: The lock swings open to reveal a fighter. Fighter: Heya! |
| Norhg08-14-05, 06:15 PM | 29) New Character claims to be a Prophet but in reality wants to use the group for his own interests. (-sounds like Plot Hooks you know) |
| Abalux08-14-05, 06:35 PM | I can't remember where I heard this, but I loved it :D 30) Player #1: "We open the chest." GM: "Okay, you find *various objects* and . . . a 5th level Fighter!" Player #2: "Hello!" |
| thom207508-14-05, 08:51 PM | 31. The new PC is trapped in an iron flask the party finds. If you don't want to hand out an Iron Flask make it rusted to the point that it disintegrates on contact, releasing the new PC. (We did this for RttToEE, and the new PC had been imprisoned for like 50 years by Lareth. Imagine her surprise to bump into her old 'chum'.) |
| Gort3208-14-05, 10:08 PM | 32) Describe a guy walking down the street with deliberate intent in his walk, a look of single-mindedness in his eyes, and a fat wallet hanging loosely from his belt...let your party rogue handle it from there :P [Rogue]I roll a 27 on my slight-of-hand check [DM] *points at new guy* roll a spot check Not a good idea if you have a party that can't handle even a little bit of light-hearted PvP... |
| cyberpunk08-14-05, 10:37 PM | 33. PCs are all invited ta a birthday party of a mutual friend, and he dies/is killed/etc (binds pcs together through emotional ties) 34. Pcs are all walking down the street/in the same bar/any appropriate setting and a nobleman is assinated and all people in the area are arressted and held. 35. PC is hired to obtain an item that the group has |
| ishpu08-14-05, 11:08 PM | 36. the party gets stuck in a pit trap and the new player comes by and helps them out of it. |
| evilgenius08-14-05, 11:31 PM | I got a totally unfamiliar party together at the start of a campaign by doing this; 37: All the characters are summoned to the reading of a will. For whatever reason, they are all mentioned in the will and they're going to get what's coming to them if they fulfill a quest... 38: For introducing a new character to an existing party: The character was sent by a law firm or somebody's estate as the executor of a will to summon the party to a reading of a will from a deceased NPC. |
| Brashnir08-15-05, 02:06 AM | 39) For replacing a dead character: Insane witch doctor offers to resurrect the dead character for free. Party agrees, and witch doctor casts a slightly-wild reincarnate instead of resurrect. New character appears. |
| Vaalingrade Ashland08-15-05, 02:21 AM | 40) Inclement weather drives the PCs to take cover in a cave or abandoned building. 41) One of the PC's hireling reveals themselves to be a person of thier own station, who had until now been observing them. 42) A member of the ambushing band of brigands realises the PC's are a better option and turns on his former comrades. |
| TheChilliGod08-15-05, 04:33 AM | 43) It turns out that the new PC has been secretly following all the PC's at once (even when they are separated) and already knows all the plot hooks and other information when he finally decides to make an appearance, usually in the PC's defense. 44) "Hey Wait up!" "Who are you?" "I'm Bob, I followed you here. That dead guy was my twin brother, we have everything in common. Lets Fight!" :mad: |
| Ze_Mighty_Vegetable08-15-05, 01:57 PM | 45): You enter a tavern. It's noisy and overcrowded. In one corner is a band of drunken dwarves (as if there was any other kind) singing rude bawldy songs at the top of their lungs. In the other, a rag-tag collection of poncy dandelion-eater seems to be devoting all their energies to ignore them. Suddenly, your eyes focus on a lone guy at the bar. To the other patrons, he appear normal enough for a level 8 barbarian, but to your trained eye, there can be no doubt. He got the intangible Mark of the PC. 46): (Dogma style) You walk down the road. Make a listen check. Ok, you hear a faint "Aaaaahhhh" coming from above. It grow louder as you see a blur falling. With a sickening splat, the form crash into the ground. He seems dazed by his fall, but unhurt. He get up and introduce himself as... 47): Bar fight. Instead of having the PC demolish easy extras, they'll take on someone their own size (another PC). Just tell them the PCless player will play the NPCs until he's introduced. Let them fight, have the gards (or wathever) come and arrange it so the players have all advantages at avoiding a confrontation with them (political repercussions, the need for anonimity, etc... try not to make it a case of overpowered gards...). They proceed to flee togheter and end up becoming associates. It's not that far fetched. Many times, a fight will start a friendship (I'm thinking back to my elementary and high school years :D). If you want it to work best, use this technique with a player who's PC was killed, but who was already present at the game. If the guy's played by a new players, everybody will know he's not a NPC, reducing the fun. |
| shadowfox62808-15-05, 02:13 PM | 48) One of the PC's starts hitting on th new PC 49) Tavern 50) Tavern Fight |