Category Archives: GM Advice

Choices

RPGs are all about making choices. Players love being given agency and autonomy. This is the core draw of a table top RPG.

It may also be the reason very few people play them.

Continuing the thought from yesterday, letting your players have control of what they will do is the holy grail of good GMing. Give them what they want, let them be awesome, never say no.

This philosophy is poisoning RPGs. How can I say this? You probably have used these mantras and had your games become more enjoyable. They became more enjoyable for you, but what about that guy that tried out sitting in on the game to see if he’d like it and then didn’t come back? He’s the majority. He didn’t enjoy it and we assume he didn’t “get it.” You probably asked him why he didn’t like playing and he probably shrugged, not knowing what to say.

A lot of people see us sitting around the table and think “That’s really nerdy.” Take the same group of people and have them play a board game and people don’t think “nerdy” they think “They’re having fun.” Why?

Let’s decode this language. “Nerdy” means that the people involved are putting in more mental effort into a task than most people would. That means people are looking at people playing RPGs and saying “That’s really hard.” They don’t always want to admit that to you or themselves so they disparage it with “Nerdy”.

So why are RPGs hard? We have one page RPGs, on the level of game complexity and reading they’re simpler than most board games. If keeping track of a fantasy world is too much mental effort, there are plenty of one shot adventures, no memorization required. In all the games, no matter how simple or complex rule wise one thing that makes all of them mentally challenging.

Choice

Choice is great when you know what you want. It lets you get what you’re after. We assume that given choice people will decide on what they want. It would seem the reasonable thing wouldn’t it?

The problem is that people don’t often know what they want to do. In the context of a game, we imagine that throwing out infinite possibilities makes the game more enjoyable, and it does, for a select group of people who know what they want. For the rest of the people in the world, they sit down to a game and want to be entertained. They don’t particularly care how but having to work hard at making choices is not entertainment and they see RPGs as having to work hard.

I now recognize that this is where I’m going wrong with some of my players. I have some that know what they want out of the game. Others, just want to have fun, they’re not personally after a goal. They’ll go after a goal if you set it in front of them and it looks like it’ll be fun getting there. They wouldn’t have picked it for themselves out of the air though.

This isn’t just RPGs, it’s everything. I think this is one place that Apple Computer has really gotten things right. You offer one or two options, if you have an option that costs more (the white one) then people feel really good about themselves for choosing it.

Barry Schwartz wrote a book the Paradox of Choice. Heres a video of him talking about it.

If you don’t want the lead up skip to about 8 min to get to the core ideas.

This is also the biggest difficulty in this. Some players will enjoy the choice, others do not. Choice has to be offered to the players that do want it and the players that want to be guided need to have fewer choices. It’s not a one size fits all proposition and that makes GMing much harder. Tomorrow I’m going to try and come up with some ideas for how to handle players that want choice and players that don’t.

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Filed under Experimental Mechanics, GM Advice

Simplicity

I’ve been mulling over how to get more people interested in RPGs. This isn’t anything new for this blog but I haven’t talked about it in a little bit. So lets get back into it.

Things Like RPGs

Video Game RPGs are common enough and most video gamers wouldn’t hesitate to play one if you plopped one down in front of them. Board games in some ways are like RPGs and are commonly accepted as a family fun kind of game. I was thinking about these two categories of games and mentally comparing them to RPGs.

One of my first theories was that a boardgame is more acceptable to the average person because it is less complex. That sounds pretty compelling when comparing a 200 page book to a board and a three page pamphlet. You might think “Aha! RPGs need to be less complicated and then they will be acceptable.” That however has already been done. There are plenty of one page RPGs out there. If the solution was lowered complexity, we’d be there already.

Then I thought about video game RPGs. Even though they’re called RPGs, they’re usually more “Adventure Game With Some Choice” (AGWSC?) and I think that’s the difference. When you play an video game RPG, some really have very little choice if you want to progress through the game. You have to do what the king or old man wants you to do or you won’t progress. Even MMOs are a series of hand holding steps. They tell the player exactly what their next step is. The player’s enjoyment comes from having the skill to perform those actions using the game controls. In some situations the player is challenged by the strategy or having the dexterity to accomplish the task.

Conclusion?

What if all our fears about giving the players the maximum amount of choice is wrong? What if compelling stories are with the players at the helm are the problem? What if, (and i’ve broached this subject before) if done in the right way Railroading is exactly what new players need to get comfortable. When I think about it, most of my new players, for the first few games are asking “What do I do now?” They’re not used to deciding for themselves. I think about my first games, when I was introduced to RPGs. There was very little choice. I was lead along, guided. Only later did I discover the value of choice.

What do you think? Is this train of thought madness? How were your first games?

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On The Making of Legends

Today I’m doing a dual purpose post. This is partly a continuation of the post Why Go To The Collector Wells? and partly instructional.

In the last post I talked about a weird new “treasure” item for the game. For it to work and draw the player characters to it, the characters have to have heard about it. So how will they have heard about some esoteric misapplication of an industrial process deep inside a vast and dangerous expanse? It’s not like the local farmer and his brother are going to be raising Pettok here and say “Hey guess what we did?”

No, to draw the player’s into the web, they’re going to have to hear a story that tells of a grand hero or villain that they probably couldn’t compete with. We need a legend. Now in game legends are mostly there to deliver a single clue about how to get to the fabulous treasure mentioned therein. The rest of it is all glamor and fluff but it’s needed fluff. A good legend revolves around a central premise that sounds impossible (joining two people’s minds?) and goes on to explain why that impossible thing is so cool. The catch is to then present players with some form of evidence that some element of that coolness really happened. Usually something concrete that they can hold in their hand. It then is up to them to decide if the evidence then means that the impossible thing must then be possible.

To recap: Something “impossible”, tangental evidence that the impossible thing really happened.

So lets make one for our treasure item. In this case we need something that will make zapping your head in a dangerous machine sound good and explain exactly how to  do it.

Legend of The Peasant King

In the days before the Tanroc Fredar there rose up a king* cruel and powerful. All people bowed to his power and none could stand against him. The people groaned under the oppression of their forced labor. The king’s son was irresponsible and he knew that the boy would not be able to maintain the kingship. As it happened, this also became well known in the kingdom and the boy’s actions were a scandal.

One day as a group of peasants brought their tribute to the king one of them approached the throne and presented the king with a solution. He explained that in his land there was a device called the Lover’s Knot. It was used to ensure that a marriage mate would be faithful, although this tale didn’t interest the king, the next thing the peasant said did. When two people are joined in this way, they never betray the other and they know everything the other knows. If the king and his son were to enter the Lover’s Knot the son would gain the father’s wisdom and carefulness.

This intrigued the king but he was doubtful. As proof the young peasant produced a man and his wife that had entered the Knot. He had the king place them in separate towers. When one was told about a matter, the other instantly knew it, when one saw a thing the other also saw it.

After fully testing them the king and his advisors agreed to having the king and his son enter the knot. They journeyed to the land of the heart# and to the place of the Lover’s Knot.

The peasant accompanied the king and after showing the king how the Knot worked, the king and his son prepared to enter into it. As the king entered the Knot and at the last moment, the peasant pushed the king’s son away and entered the Knot with the king.

The wicked king instantly saw the life of the peasant and felt his suffering. His heart was crushed by the weight of his pain, the king was stunned but spared the life of the peasant. They returned to the king’s fortress and the peasant was given the same luxury as the king. The king’s rule softened and the people rejoiced. In time the king died and the man once a peasant ruled in his place.

*some Chezbah translations add “in opposition to Loc.”

#An old name for the Collector Wells.

Cementing The Story

Although the legend indicates the collector wells as being the location of this “Lover’s Knot”, it does not give enough detail to find the device. It also can be dismissed as fanciful and possibly a morality lesson or underdog story. To make it more solid, the players need more detail.

The players or someone the players encounter discover an ancient text written with charcoal on a CCC tablet. Although it is faded and smudged, the original text can be made out either by study or with technology. It is a letter from a father to a son, admonishing him to take his young and apparently unfaithful wife to the Lover’s Knot. More importantly the father gives explicit instructions on how to get to and to find the Knot chamber.

With some more details we have a genuine quest in the making. I’m sure that this wouldn’t entice all players but with the right group or even the right two individual players this could become a desirable goal.

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The Technobabble Monster

I’m going to do what I can to build a template for a technobabble monster. Remember that the babble can be medical, technical or science based so ideally this would model most Sci-Fi show tech problems. The purpose of this tool is not to make the story process a mechanical one but to give a GM a structure to add an element to the story and keep it interesting.

Story Points

The first thing a Technobabble monster needs is a number of hit points. It would also be good to have some skills that take it down faster. To do this some successful skill tests might take down one point, others will take down two points and the right skill will take down three points. To match a TV show structure, you want three main attempts to take it down before it goes down so start with at least nine. There will also be a few random attempts during the game so add three extra for a total of twelve. Your monster can have more or less but it’s good to have a base number to work with. This number may have to be multiplied by the number of PCs that can help with the problem because if you have six sciencey PCs the problem will go down too fast. We’ll call these points, Story Points (because I’m starting to become fond of that term).

Take Down Skills

Next decide what skill should be the most effective skill to tackle this technical problem. If this is a medical problem so you’re going to pick a medical skill. If it’s a science task, pick an appropriate science skill. A successful roll of this main skill will take off three points. Related skills take off two points. So if the required skill is Surgery, then General Medicine could be a related skill. A GM could also rule that someone with a biology skill would also be a related skill. Basic intelligence (I.Q.) successes take off one point.

Second choose skills that the monster is resistant to or may actually help it. For example, if a PC walks up to the problem and decides to blast it, maybe it does nothing, maybe it makes the problem worse. These skills add three SP to the problem.

A PC can use skills as a probe, testing if it will be effective. Doing this takes time but if the roll is failed, it will not trigger a story transform.

Progression

Most technobabble monsters don’t just sit still. They grow more powerful as time goes on. At first they only have weak effects that seem to come out of nowhere. Slowly, they progress to ever more obvious and dangerous. At their earliest stages the players should notice something but probably not know what to do with the information or even if they should do anything. The GM should keep this in mind as they apply the story transforms.

Transforms

Next we get to the monster’s ability to fight back. In some cases the monster may be an actual creature that is growing in strength. In others it may just be an effect of the environment. In any case, an interesting monster will change up it’s tactics and defenses. For every 3 points of SP that are reduced the GM may choose or roll for a story transform.

Roll 1d6

1- Problem fades for a time but comes back growing stronger.
2- Solution does nothing but gives a clue to the PC as to real cause.
3- Problem is partly fixed but the skill required to fix the problem is now different.
4- The problem appears to be fixed but has only moved.
5- The symptoms become less pronounced but the danger continues to mount.
6- The last fix attempted takes off double SP but an exotic ingredient is now needed to continue attacking the problem.

If a player tries to fix the problem but fails their rolls, they trigger a different set of transforms.

Roll 1d10

1- Problem rapidly gets worse.
2-3- A second problem is created, something important is damaged or fails.
4- The character failing the roll gets severely injured. There is no saving roll for this.
5- Someone else gets severely injured. They may get a chance to dodge or save vs the damage if the GM thinks it necessary.
6- Any further rolls require putting crew in danger because of a hazard like fire, falling equipment, explosions, infection etc.
7- An NPC involved dies.
8- The problem spreads in a way not normally thought possible. ex. Computer virus to human or vice versa, problems with the warp drive spreads to life support.
9- The problem is now immune to the skill used.
10- The problem gains 3 SP.

Time

There should be a time limit to the problem. If it isn’t solved in a certain number of hours, the ship explodes or the infection spreads to two more people or a PC dies. Something dire, something that will motivate the PCs. If you have a particularly unmotivated bunch make the technical characters reliant on some more combat oriented characters but the combat characters need the techs to keep them alive.

Each attempt to fix the problem takes a block of time if the characters dilly dally they’ll run out and the hammer drops. Skill probe attempts may not take as long as the attempt to fix the problem but still take up a significant amount of time (say a half to a quarter of an actual attempt).

Conclusion

Again, the idea here is to give some structure to the challenge of handling a task that the players can’t be expected to solve with their own knowledge. While a fighting character has something to do in most games, a technical or brainy character can be left twiddling their thumbs or relegated to strategy. If you need something story based to keep a technical character busy this could be a fun way to do it quickly. Ideally you’d want to come up with some kind of a technobabble explanation that they need to solve. I don’t think you need to hide the SP structure from the players. Knowing that there is a limit to the problem and a way to reach that limit will make the challenge more reasonable for the players. Some of the transforms would keep me on my toes if I were GM. Trying to figure out how to apply them may take some creative thinking. Any obvious transforms that I missed? Let me know in the comments and I’ll add them.

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Technobabble

Tarnoc and I were talking Star Trek on Saturday and I was saying how hard it is to play a Star Trek RPG. I would also rope any attempt to play a Dr. Who RPG into this but I’ll stick with Trek for now.

It is very hard to play Star Trek and have the same kind of feeling as the TV shows. The structure of the shows tend to go something like this. There is some unusual effect that is slowly growing worse. The crew tries to fix the problem but it doesn’t work. Commercial. The crew regroups, comes up with a different plan but it still doesn’t work. Commercial. The crew uses their combined knowledge of the last two failures to solve the problem. Credits.

So what’s so hard about that? It’s because the problem and the solution are usually technobabble. If I tell you that “Something is causing a reverberation in the dilithium crystals and it’s building up a feedback wave in the warp core.” How do you fix that? Sure you can try to hold off the Klingons while you’re trying to come to a solution, you understand that part. How do you fix a technobabble problem?

The answer starts with not relying on what you know. Rely on what your characters know. This is the perfect time for intelligence rolls, warp drive skills and subspace harmonics specialties. Is that it though? A passed roll and the problem is solved? That doesn’t sound very fun, it also doesn’t follow the structure of the TV shows (assuming that’s what you’re after).

There are a few ways to handle this. I’ll hint at a few and go into my favorite. The simplest would be to have Technobabble waypoints. The PCs have to roll for their skills to come up with a plan, then they have to try it. If there is some kind of a logic behind the technobabble then they might get a clue to the logic when their first plan fails. Repeat. Repeat and solve.

That starts to approximate what happens in the show but it’s not very interesting. Play enough times and the games will probably get a little boring.

Another way to handle the problem is by giving the players more agency. Depending on how they do in their skill rolls the technobabble problem will do different things. If the rolls are bad, the problem could get worse or the symptoms might change entirely. For example, our heroic PCs try to dampen the reverberation in the dilithium and the problem gets worse until system after system in the ship starts shutting off. The problem symptoms may not seem like they have anything to do with each other and that’s part of the fun. Now if the players succeed in their roles the dampening seems to work but the PC that implemented it wakes up that night with their quarters filled with a poisonous gas. Again the problem seems unrelated but something is still going on.

To help the GM it would be good to have a number of story transforms in a list or a table so that they could roll on it and always have a fresh take on where the story will go.

On a failure

Problem gets worse
A second problem is created
Someone gets hurt
Attempt failed any more attempts require putting crew in danger

On Success

Problem fades but comes back growing stronger
Solution does nothing but give a clue to the PC as to real cause.
Problem is partly fixed

I’d have to sit down and watch a bunch of Star Treks to get more ideas for more story transforms. Hopefully you get the idea.

So those are kind of cool but my preferred way to model this is to really amp up player agency and make a technobabble monster! If you’ve looked at the Survival Games posts, apply the logic to this problem. The problem gets it’s own kind of Hit Points that the players have to use their skills to attack. Each technobabble monster is weak to a certain skill, like say Subspace Systems seems to be effective in harming it. Other skills may have some or no effect on it. Attacking it with some skills might even make it stronger.

Now the monster can’t be passive or this isn’t going to be interesting. What kind of attacks can a technobabble monster make? One would be the story transforms. Each time the monster is attacked, the GM throws a transform at the players. These may change the skill that the monster is vulnerable to. They may need physical actions like an obstacle course or a direct attack to be made.

I’m going to try constructing just such a monster that would work for most of these situations. It’s a pretty wide subject but it might be doable. I’ll post it if I can make something that works.

Any ideas for story transforms that you’d like to see?

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Gamer Personality Test

Several years ago I wrote up a little PHP app that asked about a hundred questions about what you liked about games and then told you what your gamer type was. Unfortunately that file got wiped out in the great hard drive collapse of Dec 2009. I had written it with the idea that it would give some insight into how a new player would get excited about a game. The questions asked about what the potential player liked about board games and video games. It was a pretty useful tool.

Fortunately for GMs and me the people over at Brainhex.com had a similar idea and more of a budget for research than I had. Their test results even gives you the part of your brain that is probably most active while gaming. The survey is focused entirely on video games but the results seem to translate well to what a GM would want to know about a player for an RPG. The other advantage to the questions being all about video games is a player that’s never role played before doesn’t have to stretch their imagination to answer the questions.

Here are my results from the test.

Your BrainHex Class is Mastermind.Your BrainHex Sub-Class is MastermindConqueror.You like solving puzzles and devising strategies as well as defeating impossibly difficult foes, struggling until you eventually achieve victory, and beating other players.

According to your results, there are few play experiences that you strongly dislike.

Your scores for each of the classes in this test were as follows:

PS. They even tell you what kind of animal you’re like. According to my sub class, I’m a Sharktopus.

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A Tour By Rail

Railroading is always bad! I read that all the time and in the majority of instances I do agree. If you’re not familiar with the term, very simply railroading is when the players have as much ability to steer the story as an engineer can steer a train. There is an expected destination and a specified route to get there. In an RPG it limits the interactivity of the story and invalidates most of the player’s choices.

Let me offer a situation where it might not be so bad after all. Have you ever taken a rail tour? I have and I did enjoy it but that was because I was expecting the tour to not offer the ability to go and check everything I saw out. I knew that if there was something cool that I saw I had one chance to see it and then it was gone. That didn’t mean that one day I couldn’t come by again (not in a train) and see the things I thought were interesting. There also were stops along the way that I could get out and look around but I did have to get back on the train as scheduled or it would leave me behind.

Lets think about that in terms of an RPG. When would that be fun? I’d venture to say it would be the same times that a train trip is fun, when you want to cover a lot of new territory relatively quickly and with little effort for the riders. So when would that be for an RPG? My thought is when players are starting up a new game or setting.

Let’s consider that for a moment. Players may want to explore a new setting or system slowly and incrementally but I know that in some games that’s meant either never getting to some cool stuff or taking a long time to get there. Taking a long time can be rewarding because when you do get there it’s a big payoff. But what if one of those really cool things is one of the reasons you wanted to play in the first place? Then taking a long time is boring and frustrating.

So if the players are new and if they want to cover a lot of ground quickly, If they want to sit back, relax and let the game flow around them, Railroading a game as a tour can quickly explain how certain challenges are intended in a system to be handled. It can explain a lot of very specific story ideas without the players having to read it all from a game book. With very limited and conscious use, railroading could be useful and beneficial to a player’s enjoyment of the game.

Ideally a “Rail Tour” should be designed by the setting or system’s writers or someone who has become thoroughly familiar with them. It would be a limited use tool that must be used carefully or it can all go wrong. The players need to know the nature of the session before hand to properly enjoy it. It also means a lot of work for the GM. There’s a lot to explain and usually a lot of speaking and acting.

What do you think? Could railroading be used in this way to good effect? If you were a player, would you be comfortable with a one shot tour if it opened up a new world for you? As a GM do you think it would somehow corrupt your normally good habits of allowing players to solve problems as they want?

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Missing The Target

In various games I have had players complain that they should have been able to hit a target. This mostly happened years ago before three quarters of my group were hunters. I don’t get that argument much anymore because hunters know how hard it is to hit their target.

To clarify what I’m talking about, it’s not hard to hit  a paper target. Even messing around I can hit a target the size of a tea saucer at seventy yards all day with a shotgun, pistol or rifle. I used to be able to get really good grouping with a bow years ago. That’s not a big challenge.

I want to tell you about four deer in two days of hunting. Yes I hunt. I hunt for food and not for trophies but when I get the chance to shoot at a buck I have to take it because bucks are sneakier than does. Out of the thirty or more animals I’ve harvested I’ve only gotten three or four bucks. I get a buck tag every year but it usually goes unfilled which means wasted money.

Now the reason why I want to tell these stories is to give a GM that doesn’t have experience like this an idea of what it’s like to have someone who has a basic ability to try a somewhat complicated task.

The first deer was a doe, she and her herd came stomping in behind me and all I had to do was wait till I could get the lead doe in my sights. I had time to aim, I was calm. I have the meat in storage now.

The second deer was a buck, a six point if you’re curious. I was crouched on the ground at about 50 yards trying to get a shot between brush and trees. Even a tiny stick can deflect a shotgun slug, it sounds improbable but it’s true. The buck was headed away from me into a field of dense brush, past that, he would be too far for me to hit. I took a pot shot and missed. He turned around, running across my path again, I had enough time to pump and aim for where I knew he would cross. I can only say I have never been able to even graze a deer running through the woods, it’s a waste of bullets. I tried anyway and predictably failed. My wife got him a few minutes later.

The third deer was a spike buck surrounded by five doe. He wasn’t far away but there were a lot of trees in between me and him. There was one opening that I could see his shoulder. The kill zone was right next to one of the trees but I took the shot. I was standing and at the last millisecond before the gun went off, a slight wobble or muscle twitch brought the sights over the edge of the tree. He jumped a little, startled by the sound, I was out of bullets that day and he walked away.

Yesterday, the fourth deer, came traipsing through a field. A big buck, I didn’t count his tines because I thought I had him and I could count them later. I lined up a shot and took it. Now in my defense, this was a long shot, 80-90 yards and that’s a lot for a shotgun. I did hit him. Maybe the rest of this is a commentary on hit point more than skill. He ran for three hundred or more yards through the woods. I had ample signs that it was a good hit. A smaller deer would have dropped within feet of being hit. I tracked him and found where he lay down but he wasn’t dead. He jumped up and trotted off. There was no opportunity to fire again. I tried tracking him from 11 am to 2:30 pm with no sign of him. Then by sheer dumb chance I picked up his trail again five hundred yards away. Then the trail went cold again. I looked until nightfall I’m quite sure he lived through the night and maybe through today.

The point for the GM is that on paper, with dice rolls only, failure can seem unreasonable. It’s when you role play out why things happen as they do, you’re looking to explain to your players that it isn’t all random chance that cause them to fail a roll. The rolls are a simulation of seemingly small events that end up being significant. It isn’t the roll that made them fail, the roll is a simulation of things that made them fail. Either let the player role play out why they failed or you can fill in the blanks for them. If they players learn to role play out their failures the gaming table will be a much more enjoyable experience for everyone.

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Who’s Afraid of The Big Bad?

They just marched though his army of baddies, they broke into his stronghold and now they’re ready to fight the ringleader. You’ve prepared your intimidating bad guy speech and deliver it flawlessly with a scary voice and musical accompaniment.

Your players just snicker. One let’s out a “Yeah right.” In short they’re not impressed.

This should be the crescendo of the action but the players are confident enough that they aren’t even worried. What went wrong? You wanted them trembling in their boots but now they’re laughing and taunting.

Realistically it makes sense. I had one player ask me “Why would this guy need an army if he was really tough?” If you had just fought your way through the Nazi armies and came face to face with Hitler, who do you think would be scared, you or Hitler?

So how do you make the tension peak just as the players get to the end of the game? How do you make them afraid of the Big Bad?

For one, if the PCs aren’t limping up the stairs to the throne room, their’s no reason for them to be afraid. Why would they be if they’re at the top of their game?

Have the PCs ever been defeated by this big bad before? No? Well, again, why be afraid?

Have they been in fear of his diabolical traps? No? Well?

The PCs have to be in mortal peril with their backs up against the wall, their girlfriend being used as a hostage and their dog hanging over a pit of boiling lava before they’re going to feel the tension. They have to be experiencing the danger and not know how they will get out of it before the big bad can deliver his triumphant speech.

Get the timing wrong and they’ll be laughing and taunting again.

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When A Hero Dies

It’s bound to happen at one point or another. You have a group of players that take their characters off on grand adventures, gather power and fame and then. . . one dies.

How you deal with the heartbreak is one issue to deal with, but I’ll put the cart before the horse and not talk about that today. I want to talk about how you put the player group back together. The bereft player now must generate a new character. You now have several high power characters and one beginner. Who do you think is not going to be having fun for a while?

Going from a character that almost never fails to one that only sometimes succeeds is frustrating. If it had been a TPK and everyone had to go back to start, that would be one thing. Having to watch as everyone else is neck deep in danger and loving it while you’ve got to have floaties in the shallow end is no fun.

So what can the GM do? You’ll have to work with the player to find a character concept they like.

One option is to encourage Min/Maxing. I know that it’s usually bad form but in this case it could save a player from being left behind. In some systems this may not even be enough to balance things out.

Another option is to go story heavy on the character. Instead of worrying about what a character can do, emphasize who they are. They don’t have to all be the long lost heir to the throne. The character could be a local boy who has a lot of contacts in town. Everyone knows him and likes him. That can be really powerful if the GM leaves a place for it in the story.

One of the most natural options is to fill a need that the party has or didn’t know they had. Things like healers and mechanics may not always seem the most exciting but if the GM makes the job necessary in the story the character is now a functional member of the group even if they can’t hold their own in a fight.

Any other ways you’ve found that makes a new player character feel at home in a group?

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