| Post/Author/DateTime | Post |
|---|---|
| crazymonkdude01-29-05, 04:03 PM | I recently joined this new group and had to start a new character. No big deal, I expected that. I noticed they were missing a rogue/scout type, so I rolled up a 5th level rogue to join their 7th level party. Everything was going great until the player running the dwarven fighter says(IC), "Before we take off, this new guy is going to have to prove himself before we entrust our lives to him." The other players agreed (IC again) and so my new character had to prove his worth by infiltrating a rich man's compound and stealing something of "little value but great sentimentality." And no killings. Those were the only stipulations. It was some sort of test of my character's worth. If he could do it, it would get the other characters to respect him and then they would allow him to adventure with them. I had never heard of anything like that, but I played along. Long story short, I accomplished my mission and got a portrait of the rich guy's father that, until recently, hung in his study on the second floor next to his bedroom. After that, we moved out to the dungeon. My question is this: Does anybody else do things like that? Initiate new characters into their band? I would think it would be boring to have to wait on a solo adventure before getting on with the main session. But the guys in my new group said they do this all the time. They give the new character a "mission" to see how they carry themselves and what sort of capabilities they might have. Being a rogue, they wanted to see how I would open locks, move silently, be aware of my surroundings (detect other people/ creatures), and disable a trap or two. A cleric would find himself casting spells and fighting, maybe against undead. A fighter would have to prove himself in combat and a wizard would have to prove his spellcasting ability. The other PLAYERS seemed to enjoy seeing how I as the new PLAYER approached the problem and what sort of solutions I could come up with. I have played with a couple of different groups before and never seen this sort of thing. Does anybody else "haze" their new characters(in game)? If so, could you tell me what you've done and why do you do it? |
| e-z0r01-29-05, 07:03 PM | Depends on the party. If it's an adventuring group making a business and a job at clearing dungeons, then sure I could do that. If they're just traveling and the DM somehow manages to slip your character in, then no. |
| Feather01-29-05, 11:09 PM | That's an awesome idea for both the players and the DM. If my players showed that sort of roleplaying, I'd reward them as well as the new character for such realistic 'hazing' (and I was thinking some measure of cruelty is involved...) *steals idea* |
| HomebrewedMonster01-30-05, 02:15 AM | I'm guessing your not a "good" group of characters, since they all seem to steal or encourage it. Initiations are not uncommon, although I've never heard of one so extreme as yours, except to join a thieves guild or organization. |
| G-man01-30-05, 12:44 PM | The initiation almost sounds like a job-interview, which makes sense because the rest of the party needs to know that you're up to the challenge of adventuring. Another way to look at it is as valuable practice for the player, to make sure that you're comfortable and familiar with the character's skills and abilities. By playing solo for a session you're given a terrific opportunity to get used to your new character, and you'll also earn some XP to help compensate for the difference in levels between your rogue and the rest of the party. Just think how beneficial this would be for a new player trying to join an experienced group of role players -- the solo adventure would allow the new player to make (and learn from) mistakes that won't affect other people's characters. As a fairly experienced gamer, I know I'd feel more comfortable introducing a newb into the gaming group if he'd had a chance to figure a few things out prior to mixing his character into an already established adventuring party. I think it's a great idea. I remain, G-man |
| Board_Rider01-30-05, 01:06 PM | I also will pose the question of what is the party's alignment? Look this is a good thing if your PC got XP for it, then it is beneficial in that regards. And I suppose it does offer a sense of "realism" by proving "self worth". However I disagree with it. How does stealing a painting from a rich mans home emulate dungeoneering? What if the rogue got caught? Not possible because the DM wouldn't allow it? Then the mission was a setup that proved nothing. If the DM did play it like any other encounter and the Rogue got caught what would happen then? I wonder. |
| Melpomene01-30-05, 02:15 PM | It could have been worse. He could have been coming in as a cleric of Hextor. |
| A Chosen of Mystra01-30-05, 03:18 PM | I like the idea too... But just if u dont get kicked out of the party if u dont complete the missions or fail. That would be just stupid, and they should remember that your rogue is 2 levels lower then them so... Well, I have never done anything like this. In the game it sounds usefull, if it doesn't change much of wether u can be in the group or not... Regards -Chosen |
| penchant01-31-05, 02:42 AM | Like others before me, I think its a good idea. The party isn't supposed to know what level you are or the fact that the DM wants you in the party. I think it shows great initiative on the part of the players do realisitcly and without metagaming get to know what level your character is. Most times, players just say, "OK, you can come along with us and we'll see what you've got." However if you are leaving in a few days, you would definitely need to know right away if who you are considering is as skilled as they are representing themselves as. Especially with a new character that has no reputation. I've mixed in characters to new groups, but since I had already played them in the world, they knew my character by rep. |
| Thoronmir01-31-05, 10:30 AM | Potential pitfalls … If you had failed to recover an appropriate item, would the party have “accepted” you? If not, would you have to make a new PC and endure a new trial? Am I the only one envisioning spending the next several sessions running solo “initiations” for one bumbling rogue after another? While it’s possible that the party merely wanted to test your mettle, regardless of success, I’m left wondering how they would have reacted had you been caught. Would they put themselves at risk to rescue a “plebe”? If not, is your group mired in another solo adventure as you try to escape? Alternatively, would you have to make a new PC and play out that bumbling rogue’s hazing? Others have noted the alignment issue. Of course, you could probably get around that if, after waiting a day or two, the party required that you replace the item exactly where you found it in the house. I appreciate the sentiment of this idea. It opens up roleplaying opportunities … I’ve never liked the trite “Everyone meets in a tavern and you all know each other” solutions to bringing the party together. And, as someone already noted, it’s not as if the party could just look at my Ranger and know how good he is at his job. In fact, I’m chuckling right now at the prospect of a party of level 10 PCs accepting a level 1 PC without questioning his/her skills. After all, you don’t want to wait until you’re fighting the Tarrasque to find out that the “powerful” Wizard you picked up in the last town is actually a level 1 doing “work-study” from the Magic School. Considering all factors, I don’t see any harm in “hazing” new PCs. It’s logical. There’s even literary support for the idea. It gives the new PC a chance to shine and make sure everyone appreciates his/her skills. As someone mentioned, it allows the players to assess the new player’s tactics so they can incorporate him into their strategies. |
| CzarGarrett01-31-05, 10:45 AM | It definately makes sense. Although it could be a problem if someone was a Cultist of Demogorgon or something like that. "Prove your worth, kill stuff." "Okay." ::kills party:: |
| Nytmare01-31-05, 12:05 PM | Instead of making new members prove their worth, I urge the entire group (myself included) to work together to make the new character. Part of that process involves figuring out what the tie-ins are or will be, and it usually boils down to more story telling than roleplaying. More often than not, the tie in involves either tweaking a walk-on NPC the players recently dealt with, or one they will be dealing with in the near future. I think that making the process a job interview is too limiting. Too many of the groups I run are together out of necessity and circumstance, and not because they're trying to fill a position in their business. |