Add 2 new players, lose an old one? [Archive] - Wizards Community

Post/Author/DateTimePost
Zuj

10-05-06, 03:45 PM
Hey folks,

I've been DMing the same group for about 7 years now. We started back in 2nd edition and have played in quite a few campaigns through just about every setting under the sun.

In the past year, I have been setting up a monthly or bi-monthly game for us all to get together and play in Eberron, and it has been a huge success. Many of the guys in my group are off at college (a few of them are at least an hour drive away), and our gaming sessions have helped us all keep in touch and be able to enjoy the hobby that we love. The current campaign I am running has lasted for a year, bringing the characters from level 3-10.

Recently, the players have grown more busy and I've been wanting to play DnD more. I've tried playing with other people, and it has been okay, but I have kept DMing the same Eberron campaign with my original group. Being that is has gone on for so long, and we don't play it as often as I would like, I've decided to start a new campaign. I also decided to invite two new people to our group whom my guys have not met before. I think the new players will fit really well, and everyone else in my group is all for it, except for one guy.

He isn't into DnD as much as the rest of us, and I think he mainly plays just so he can hang out with everybody (we don't often all get together for any other reason). The last campaign he got really into and I think he is disappointed about not being able to play his beloved level 10 artificer anymore. This character is actually the first one that has gotten him to RP quite a bit more than usual.

Normally, he's the guy who just kind of screws around and gets off topic during a session. He doesn't really roleplay too much (except for his last character), and regardless of the character he ends up seeming chaotic neutral or greedy. In the distant past this has caused us some difficulty in focusing on the game, but my group is laid back enough where it isn't a big problem in the last few years at least.

Onto my problem: The player in question hasn't completely expressed his disdain for having new people in the group, but I think it's a problem for him. While most of us really want to focus on DnD, I think he just wants to hang out like he has in the past. I am worried that by us focusing too much on the game, he will feel left out or bored. He might grow disruptive if he loses interest in the campaign. I don't want to lose the player, but I would really like to game more often with my normal circle than I do now. Has anyone dealt with situations like this? Is there a way I can nip this in the bud before problems start? Any tips for making him more comfortable? The player is a very good friend of mine and I don't want him to feel alienated.

(Sorry if this seems like a rant, but I just had to get some of that out. Suggestions would definitely be welcome)
DarkNick

10-05-06, 03:51 PM
Talk to him about it. If its that much of a problem then don't have these new people join the group. You friendship is obviously important.

I would suggest taking these two new players and starting a second group. Two players makes for a nice intensive game that can be organised at short notice. You get to play more, you still have your other group to hang out with your friends, your mate is not alienated. Its a win win.
Zuj

10-05-06, 04:45 PM
Talk to him about it. If its that much of a problem then don't have these new people join the group. You friendship is obviously important.

I do plan on talking to him more about it when I get the chance. Hopefully that will help things. I was even thinking of just saying, "If you want us all to hang out and stuff, you can schedule something separate from DnD". Unfortunately, I have become the unofficial scheduling guy for all of us. It is rare that they all get together without me taking time to set it all up.

I would suggest taking these two new players and starting a second group. Two players makes for a nice intensive game that can be organised at short notice. You get to play more, you still have your other group to hang out with your friends, your mate is not alienated. Its a win win.

I would have liked to start another group, but with my schedule, I don't have the time. Plus, my current group wants to play more frequently than we do now. I wanted to expand our group because having more people will facilitate easier gaming when people can't make it. I also thought it would help freshen things up, and maybe encourage a more social atmosphere. Since many times someone is absent, the addition of these new guys will help keep the game going. I was planning the new campaign as being something along the lines of "come and play when you can make it" and scheduling two or three sessions a month.

Does anyone else run into the problem of players not wanting new people to join the group?
Karma

10-05-06, 06:24 PM
Honestly, roll with it. Let the new people display their own quality of character. Get this other dude more involved... even though he isn't playing that artificer anymore. The only way that I forsee major conflict is if there are serious personality differences.
CharlieRock

10-05-06, 06:33 PM
actually the OP could win/win here. Play one campaign with the "new guys". And keep the older campaign for the "college guys". More D&D = 2 campaigns.
Zuj

10-05-06, 11:52 PM
I talked to him tonight a little bit, and it seems like he is more enthusiastic then he was when we first talked about the new campaign. He is pretty excited for his new character concept (kalashtar psion), and I'm going to try and put his character in the spotlight a little more than what he is used to. I think he'll end up getting really into it.

I considering doing two campaigns for a time, but I can't handle double DM duty now. Plus, I just started PCing in a Werewolf group. Don't want to OD on the RPGS... ;)