Sisko_md:
Try good ole 'prisoners' routine.
It's not new, but it works every time. Or maybe you can have
the entire party captured, the ones who left tortured to death,
and the new ones inmates that old chars just met in the prison/dungeon/bugbear
caves/whatever. OR they might be fans of older characters
who just decided to follow their idols and join them.
Laurence
G. Tilley :
If
you're not going to start the new characters off as 1st level,
the least you can do is start them off as poor and ill-equipped.
Yes, a cell full of prisoners in the next dungeon is good,
particularly since these prisoners will realistically have
been stripped of all they own. This gives you a top class
opportunity to thin out the equipment and magic items on your
existing characters - they are either going to have to lead
round a bunch of prisoners dressed in loin cloths as dead
weight, or they're going to have to equip them from their
own backpacks. Presumably, you have lost some characters as
well then?
Perhaps
your reduced party is in town, and is given a quest/adventure
with some indication that more hands will be needed. Their
first job will be to recruit the newcomers. Enjoy having them
as two sub-groups to begin within the employers and the employed,
and where alignments allow, encourage them to exploit each
other - "Surely these newcomers don't deserve the same share
of the treasure as we "founders" of the company?"
Thirdly,
you could work a pause into your timeline. Tell the party
that 6 months have passed since the last adventure, and what
each of them have been doing. Then work in the new characters
each with an individual tale - one is romantically entangled
with your old characters, one is a new servant employed by
your most prosperous or pompous old characters, one is a young
cousin, sent by relatives to be "looked after", one is the
protagonist of the next adventure, and will stick with the
party after it...
Array
50 :
Well, first things first. Figure out how to deal with thouse
that have left. There tend to be alot of ways to deal with
this problem, esspecially if they arnt comming back. Death
is a large, but unpleasint one, a job offer someware (court
mage, Becooming the head of the cops, ect) and leaves them
open to return as NPC's, famly demands are another (messenger
arrives and tells the character that there father, mother,
sister, ect, was killed, and they must return as the famly
needs them..)
One this is delt with and out of the way (or altelst you have
a good idea what you are going to do..) what holes are left
by the characters leaving? can they be filled by the new incoming
character, Example: the thief gets hired by a local king to
become a member o the casle security (who knows better how
to protect the famly treasure than they guy wo can git into
it in 30 secs?) well, one possablity to replace him is another
thief, someone of equal level, but has suddenly become very
unpopulare in town (The local thiefs guild is tired of this
maveric stealing form them to, so has put a small reward for
his or her left hand, not enough to make anyone follow him,
but enough to make leaving town more healthy..)
But
other possibiltys abound, esspecially in a world of magic,
the wizard of the party miscasts a powerful spell, and his
personalty is changed (basically an excuse for the new player
to lay this characer in there own way..) or the local mage
school has an exlose, and the young but powerful student has
to leave town for a few years and learn more about the world
around him. Get creative, let your wildest ideas flow, and
you will find th etools you need.
SCA Bard: Tolkien
manadged to work in Eomer, Eowyn, and Faramir partway through
his epic adventure. I'm sure it's possible. You could even
steal inspirations from there, if you like.
Your new players do know about the epic, right? Make sure
they create characters who will fit into this adventure. A
mage seeking the Sphere of Ultimate Knowledge as a character
goal will have few reasons to stay with the group unless the
Sphere is part of the game.
- One of the new PCs might help some of the older ones out
of a sticky situation (tailor an encounter where the new PC's
abilities will shine). S/he asks to travel with the party
'just a bit down the road' and gets sucked into the quest.
- The old PCs might rescue the new PC from some hazard, preferably
one relating to the epic adventure. Maybe the soldiers of
the epic's villian are burning a village or somesuch - the
PCs are only able to rescue the new PC. S/he wants to seek
vengeance and so joins the party.
- The new PC may be impressed with the party and sneak after
them. Only when the party is far from any hospitable place
will the new PC turn up, so they can't just return him/her
home. Works especially well for young characters. By the time
a suitable drop-off point is found, hopefully the PC will
have proven their ability to handle adventuring life.
- "I had a dream/omen/prophecy that I should seek out a band
of travellers like yourselves" is, well, kind of overdone.
But it generally works, especially if gods are prone to sending
messages in this way in your game.
- Maybe the party was going to pick up a PC like the new one
all along and they just didn't know it until now. "After Zarla
the Thief ran off, you decided you needed a new lockpicker.
Yes, you did. Trust me."
- If the new PC is of the romantic, questing sort, they might
join up with the party on a lark. If s/he has a clue or other
information/abilities useful to the party, they have a reason
to let him/her stay.
Marijan:
Party taking prisoners? Who mentioned that?
Madteuton: I
even give new players the option of playing certain existing
NPCs, if they prefer. One PC was killed during an enormous
battle last game, and there's no immediate opportunity to
res him. A headhunter even went to so far as to lop off the
PC's head and run hooting and whooping into the jungle with
it.
The
PC was not amused. The other PCs were joking about who got
to loot his body and he just sat at the table smoldering.
I offered to let him play an NPC (a very good one at that),
but he refused, explaining that it wouldn't be *his* PC. I
guess I can understand that. But the PCs are in the middle
of a remote tropical island chain and there won't be an opportunity
for a res for IG months. He doesn't want to be reincarnated
... an option available to him on the islands.
We
play this coming Friday. I want him to play, but I don't like
having new PCs pop-up in the middle of nowhere, and from out
of nowhere unless it makes some modicum of sense. He may be
temporarily screwed. Hey, I didn't tell the party to charge
into the Erythnul cult's stronghold!
Sean
Gernant: Are
you kidding? reincarnation would be GREAT! he could even come
back as the very headhunter who took his head. maybe they
headhunter does a ritual to take the power of his soul, and
the players soul is so powerful that it takes over the body.
if i were a player i would think that was REALLY COOL. of
course, i'm a bit weird. whatever.
Fiona: Well
I have a player who made his character have a BIG problem
with resurrection and reincarnation and the like. SO that's
a no go for him. It isn't like that with your player? I can
imagine him wanting to create his own character though. I
think I would do that too.
XUSMC: I
have two ways of handling this: 1) The "Last Man" from another
adventureing party. If you are near a coast, could be a shipwrecked
sailor. 2) A local. Head hunters? Maybe one of them was impressed
by the fighting and decided to switch sides. Maybe a slave
from another tribe thought this was a great time to escape.
The party could be told that the tribe would provide a safe
haven. hehehe. Then you could either have the tribe all be
dead, or want to kill the foreign devils. Or you could just
be nice and give them safty. Either one give the new PC a
reason to stay with the party AND a reason to leave it. Good
luck. I had a NPC ship captain become a PC once. It was interesting.
Astraldrake: Without
knowing a lot of the specifics, I would have to say one solution
might be to do it as an "in media res" opening. Perhaps the
old characters have died, gone off to join a convent, whatever
and the continuing (old) characters in their current pursuits
just happen to bumble across the new characters, who are perhaps
engaged in similar pursuits.
It's
a little hackneyed, but it does tend to work. The bad guys
could even be holding the new characters prisoner for whatever
reason when the old characters come bounding into the room,
in pursuit of their old interests. TV shows drop characters
in and out all of the time. Sometimes they just appear (like
on Star Trek when a new ensign just transfers in.) Basically,
just drop the old characters out and the new characters in
at the beginning of the season, no questions asked or answered.
They just kinda appeared there. There are more hackneyed shennanigans
than the one I mentioned.
For
example: "I'm uhhh... the long lost brother of 'x' (old character.)
He mentioned you guys on the way to join the convent. Can
I hook up with you guys?" Or better yet, "I'm YOUR long lost
brother. Mom had me during a previous marraige to the villain
you're now pursuing. Oh, she forgot to tell you?" You could
always have the new guys bail the old guys out of a jam, too.
"Well, we were on our way to the capitol when we noticed you'd
been ambushed by the half-dragon demon ogres. Of course, we
had to wait until they were asleep before we rescued you.
Sorry about that. So what were you guys doing before they
jumped you? Do you know these guys?" (It's kinda Xena/Hercules,
but it does work.) Then there's the classic "You're at the
inn/tavern, when suddenly..."
Only
use this if you're really desperate, as it will probably get
a groan from the players. It never hurts to examine the old
ways of doing things, on the off chance we can discover a
new way of using them.
More93630:
Under
the best of circumstances the PCs will always do exactly what
you don't want them to when you don't need them to do it...
That
being said, if you have any hope of getting a "new" group
to take on an adventure at any point you have to get them
to buy into it. They have to feel some sense of ownership
to really get into the process. If you lead them by the nose
too much, they get really bored because they feel as if all
of the decisions for them were made in advance and they have
no control over their destiny. Personally I just did something
like this with my friday night group when we went into 3rd
ed. for the first time.
I
had a bunch of mid level stuff from an undermountain campaign
that I never had a chance to develop. I did not want to just
start everyone at 5-6th level, so I started them from scratch
with some canned "predone" adventures that I ripped apart
and added all kind of goodies into.
The
goal was to allow the PCs a chance to bond, and slowly over
the course of about 3 mini-modules work them up high enough
and give them a reason to go into the big campaign I had set
up. I still had to go through and convert everything over
to 3rd. ed.... and they are still in the middle of it now
about level 10 and loving it. Some of them want to take over
the town (Waterdeep - yeah right- actually one of them wants
to make a name big enough to be asked to be a lord at some
point....) Some of them want to go as deep as the shafts below
go and see what is there.... The key is they want to... not
me.
They
tell me the stuff they want to do in and around the area now
and I work up the scenario... just be careful not to have
everything spelled out because it takes away the choices from
the PCs... oh yeah,.... have some fun...