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	<title>Comments on: Never Penalize Players for Bringing in a New PC</title>
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	<description>Game mastering advice, ideas &#038; resources &#8226; Dedicated to helping GMs</description>
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		<title>By: Harry</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11726</link>
		<dc:creator>Harry</dc:creator>
		<pubDate>Tue, 26 Jun 2007 18:19:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11726</guid>
		<description>Hm. There&#039;s still a lot of assumptions being made in this thread. All this discussion reminds me of how I USED to play D&amp;D before it actually became fun :) I would like to address some of those assumptions as pertains specifically to D&amp;D 3.5.

The fact of the matter is that the &#039;Step On Up&#039; element in D&amp;D 3.5 has *absolutely nothing* to do with survival, life vs. death or XP.

The &#039;Step On Up&#039; in playing D&amp;D comes firstly from designing your character in a way that is cool and original and effective, and comes secondly from designing your character in a way that meshes perfectly well with your party in a cooperative way. Those two points are the whole point of playing D&amp;D at all. Anything else is &#039;drift&#039;.

And... neither of those things has anything to do with death or XP penalties. These two things are included in the D&amp;D rules, I believe, largely as a result of a misguided assumption that they need to be there in the first place.

-ALL- of D&amp;D&#039;s structure, strategy, design and rules revolve around and focus on designing your character, growing your character, showing off how you chose to make your character, finding new features for your character, making your character perform a cool trick that you planned in his design, etc etc etc. 

It is a character-design focused game.

Once you&#039;ve played enough D&amp;D to realize this basic fact, You come to realize that you can easily do away with both character death and new character penalty rules altogether.

Once you can be comfortable with doing this, the REAL Step On Up of D&amp;D becomes clear, and it&#039;s pretty much all &#039;character design&#039; and &#039;party design&#039;.

My players are free to resurrect their characters for free with no penalties. They are free to bring in a new character every session if they like. Only rule is that the new character has to have the same exact treasure and XP as the previous. They never lose their treasure or XP in any way. They are free to allocate those resources individually and cooperatively as they see fit, at any time.

What&#039;s been the result of this? Smashing fun. It&#039;s not deep, it&#039;s not serious, it&#039;s not official, but man, it&#039;s just FUN. I would never go back to playing the old way.

So, in the end, ironically, if you are a person that thinks that death should be a part of play and that it should bering consequences for the player etc., then D&amp;D is possibly the wrong game for you. As weird as it sounds, at its root, D&amp;D 3.5 is about you making a character, not about whether that character lives or dies or what happens to them.

Additionally, I think a lot of confusion over this comes from people who really don&#039;t quite grasp the term &#039;gamism&#039; and just try to apply stuff they&#039;ve read in a generic manner. This is where stuff like assuming that &#039;gamism&#039; automatically means that everyone is trying to accumulate XP as much as possible. What? Sorry, not even close. 

I am a pure gamist, my players are all pure gamists, and we can tell you that, if you understand the D&amp;D game and what&#039;s going on in it, you&#039;ll know that the &#039;gamism&#039; part comes in the CHOICES you make for your character, NOT in any XP you may have or not have. It&#039;s just not relevant to the game.</description>
		<content:encoded><![CDATA[<p>Hm. There&#8217;s still a lot of assumptions being made in this thread. All this discussion reminds me of how I USED to play D&amp;D before it actually became fun <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' />  I would like to address some of those assumptions as pertains specifically to D&amp;D 3.5.</p>
<p>The fact of the matter is that the &#8216;Step On Up&#8217; element in D&amp;D 3.5 has *absolutely nothing* to do with survival, life vs. death or XP.</p>
<p>The &#8216;Step On Up&#8217; in playing D&amp;D comes firstly from designing your character in a way that is cool and original and effective, and comes secondly from designing your character in a way that meshes perfectly well with your party in a cooperative way. Those two points are the whole point of playing D&amp;D at all. Anything else is &#8216;drift&#8217;.</p>
<p>And&#8230; neither of those things has anything to do with death or XP penalties. These two things are included in the D&amp;D rules, I believe, largely as a result of a misguided assumption that they need to be there in the first place.</p>
<p>-ALL- of D&amp;D&#8217;s structure, strategy, design and rules revolve around and focus on designing your character, growing your character, showing off how you chose to make your character, finding new features for your character, making your character perform a cool trick that you planned in his design, etc etc etc. </p>
<p>It is a character-design focused game.</p>
<p>Once you&#8217;ve played enough D&amp;D to realize this basic fact, You come to realize that you can easily do away with both character death and new character penalty rules altogether.</p>
<p>Once you can be comfortable with doing this, the REAL Step On Up of D&amp;D becomes clear, and it&#8217;s pretty much all &#8216;character design&#8217; and &#8216;party design&#8217;.</p>
<p>My players are free to resurrect their characters for free with no penalties. They are free to bring in a new character every session if they like. Only rule is that the new character has to have the same exact treasure and XP as the previous. They never lose their treasure or XP in any way. They are free to allocate those resources individually and cooperatively as they see fit, at any time.</p>
<p>What&#8217;s been the result of this? Smashing fun. It&#8217;s not deep, it&#8217;s not serious, it&#8217;s not official, but man, it&#8217;s just FUN. I would never go back to playing the old way.</p>
<p>So, in the end, ironically, if you are a person that thinks that death should be a part of play and that it should bering consequences for the player etc., then D&amp;D is possibly the wrong game for you. As weird as it sounds, at its root, D&amp;D 3.5 is about you making a character, not about whether that character lives or dies or what happens to them.</p>
<p>Additionally, I think a lot of confusion over this comes from people who really don&#8217;t quite grasp the term &#8216;gamism&#8217; and just try to apply stuff they&#8217;ve read in a generic manner. This is where stuff like assuming that &#8216;gamism&#8217; automatically means that everyone is trying to accumulate XP as much as possible. What? Sorry, not even close. </p>
<p>I am a pure gamist, my players are all pure gamists, and we can tell you that, if you understand the D&amp;D game and what&#8217;s going on in it, you&#8217;ll know that the &#8216;gamism&#8217; part comes in the CHOICES you make for your character, NOT in any XP you may have or not have. It&#8217;s just not relevant to the game.</p>
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		<title>By: Stephen</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11706</link>
		<dc:creator>Stephen</dc:creator>
		<pubDate>Tue, 26 Jun 2007 12:18:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11706</guid>
		<description>I always allow players to make new characters to make a new character at the same level as the previous.  If a PC dies or the story removes him/her from play, then it happens right away.  If it happens due to player choice (i.e. I just want a new character) I make them miss a couple of sessions.  This helps the continuing PCs to disconnect the previous character from the new one, allows their characters to grieve/cope with the loss, and causes the player requesting the change to consider the PCs loss of leaving the group.  It has been VERY effective and I have had a player tell me later that it helped him realize how much he liked his original character in the long run.  It decreased impulsive character swapping.</description>
		<content:encoded><![CDATA[<p>I always allow players to make new characters to make a new character at the same level as the previous.  If a PC dies or the story removes him/her from play, then it happens right away.  If it happens due to player choice (i.e. I just want a new character) I make them miss a couple of sessions.  This helps the continuing PCs to disconnect the previous character from the new one, allows their characters to grieve/cope with the loss, and causes the player requesting the change to consider the PCs loss of leaving the group.  It has been VERY effective and I have had a player tell me later that it helped him realize how much he liked his original character in the long run.  It decreased impulsive character swapping.</p>
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		<title>By: Micah</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11679</link>
		<dc:creator>Micah</dc:creator>
		<pubDate>Mon, 25 Jun 2007 02:22:29 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11679</guid>
		<description>&lt;em&gt;I like alot of these ideas that I see. We play D&amp;D and the main problem for me is that character death and non-resurrection causes the characters to lose touch with their roots. We have a bunch of 12th-13th level characters now in a party in a city “Cauldron” and only one original character exists from the initial thread of the story.&lt;/em&gt;

Wham!  Hit the nail right on the head!

If you have good backstories and recurring villains, permanently losing a PC can really torpedo an entire storyline.  Assuming the player doesn&#039;t hate their current character, try to find a way to keep them in the game.  Go ahead and raise them on credit or something ;)

One of the best ways to keep players tied to their characters is to make sure that every character has at least 1 big goal they&#039;re trying to accomplish.  The easiest one is to give them a recurring personal nemesis to hate.  Then, when their character dies and the player wants a new one, remind them that their character&#039;s nemesis will win if the character stays dead.</description>
		<content:encoded><![CDATA[<p><em>I like alot of these ideas that I see. We play D&amp;D and the main problem for me is that character death and non-resurrection causes the characters to lose touch with their roots. We have a bunch of 12th-13th level characters now in a party in a city “Cauldron” and only one original character exists from the initial thread of the story.</em></p>
<p>Wham!  Hit the nail right on the head!</p>
<p>If you have good backstories and recurring villains, permanently losing a PC can really torpedo an entire storyline.  Assuming the player doesn&#8217;t hate their current character, try to find a way to keep them in the game.  Go ahead and raise them on credit or something <img src='http://www.treasuretables.org/wp-includes/images/smilies/icon_wink.gif' alt=';)' class='wp-smiley' /> </p>
<p>One of the best ways to keep players tied to their characters is to make sure that every character has at least 1 big goal they&#8217;re trying to accomplish.  The easiest one is to give them a recurring personal nemesis to hate.  Then, when their character dies and the player wants a new one, remind them that their character&#8217;s nemesis will win if the character stays dead.</p>
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		<title>By: md3</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11642</link>
		<dc:creator>md3</dc:creator>
		<pubDate>Sat, 23 Jun 2007 04:32:31 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11642</guid>
		<description>I like alot of these ideas that I see.  We play D&amp;D and the main problem for me is that character death and non-resurrection causes the characters to lose touch with their roots.  We have a bunch of 12th-13th level characters now in a party in a city &quot;Cauldron&quot; and only one original character exists from the initial thread of the story.  This has caused alot of confusion when the party meets recurring villians or npcs, we are constantly reviewing which characters know this NPC and trying to recall who actually knows anything about the NPC without metagaming.

The reality of bringing in a more efficient character after character loss seems to be the norm for our group.  I personally frown on resurrection but our group has tried reincarnation, resurrection, rescuing a character who was turned to stone while the rest of the group continued on the quest.  Character death and penalized resurrection costs the party in multiple ways.

Our DM is now trying to formulate a resurrection penalty bank instead of an outright loss of level.  The character is over time penalized XP instead of an entire level and I believe this is working out so far.</description>
		<content:encoded><![CDATA[<p>I like alot of these ideas that I see.  We play D&amp;D and the main problem for me is that character death and non-resurrection causes the characters to lose touch with their roots.  We have a bunch of 12th-13th level characters now in a party in a city &#8220;Cauldron&#8221; and only one original character exists from the initial thread of the story.  This has caused alot of confusion when the party meets recurring villians or npcs, we are constantly reviewing which characters know this NPC and trying to recall who actually knows anything about the NPC without metagaming.</p>
<p>The reality of bringing in a more efficient character after character loss seems to be the norm for our group.  I personally frown on resurrection but our group has tried reincarnation, resurrection, rescuing a character who was turned to stone while the rest of the group continued on the quest.  Character death and penalized resurrection costs the party in multiple ways.</p>
<p>Our DM is now trying to formulate a resurrection penalty bank instead of an outright loss of level.  The character is over time penalized XP instead of an entire level and I believe this is working out so far.</p>
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		<title>By: Jim</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11619</link>
		<dc:creator>Jim</dc:creator>
		<pubDate>Thu, 21 Jun 2007 21:10:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11619</guid>
		<description>I think Roger&#039;s comment is succinct and to the point, and I think a lot of people missed it. (if anyone is still reading this thread)

I have seen a player (granted, not the best player in the group) do something incredibly stupid with their character, resulting in the GM having no choice but to let the character die (rather than perform an entirely obvious intervention just to save the character). The player goes home, writes up a new character that has slightly different stats, but the way he played the new character was entirely identical to the original character. So much so, that the other players had to be reminded to use the new character&#039;s name. This is more like penalizing the other players.

If the group is a focused team, replacing the fallen team member with another of the same type and level (played by the same person) is often no different than using a GM intervention to save the original character.</description>
		<content:encoded><![CDATA[<p>I think Roger&#8217;s comment is succinct and to the point, and I think a lot of people missed it. (if anyone is still reading this thread)</p>
<p>I have seen a player (granted, not the best player in the group) do something incredibly stupid with their character, resulting in the GM having no choice but to let the character die (rather than perform an entirely obvious intervention just to save the character). The player goes home, writes up a new character that has slightly different stats, but the way he played the new character was entirely identical to the original character. So much so, that the other players had to be reminded to use the new character&#8217;s name. This is more like penalizing the other players.</p>
<p>If the group is a focused team, replacing the fallen team member with another of the same type and level (played by the same person) is often no different than using a GM intervention to save the original character.</p>
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		<title>By: Lotus</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11617</link>
		<dc:creator>Lotus</dc:creator>
		<pubDate>Thu, 21 Jun 2007 17:27:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11617</guid>
		<description>The only time I penalize players is when they kill a character on purpose because they found something &#039;cooler&#039; or they keep trying to retire a character for same reason.</description>
		<content:encoded><![CDATA[<p>The only time I penalize players is when they kill a character on purpose because they found something &#8216;cooler&#8217; or they keep trying to retire a character for same reason.</p>
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		<title>By: Frank Filz</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11597</link>
		<dc:creator>Frank Filz</dc:creator>
		<pubDate>Wed, 20 Jun 2007 17:09:41 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11597</guid>
		<description>Sarlax Says:
&lt;i&gt;
I dispute the contention that this problem is somehow unique to more gamist RPGs like D&amp;D. The same problem will occur in, oh, Mage the Ascension. After several sessions, the characters have acquired not only new abilities but also new resources, allies, contacts, etc. Some of this will have been represented by awarded experience points, but other elements will simply have developed from roleplaying.
&lt;/i&gt;
I think the issue is strongest in gamist games, but your notes above suggest there may be a gamist element to your Mage game. I could see an issue with simulationist play here also, but so long as the replacement PC doesn&#039;t break the celebration, I don&#039;t see an issue.

For a narativist game, this issue just doesn&#039;t matter, because a narativist character isn&#039;t about power, it&#039;s about being a vehicle to address premise to create theme. In that sense, the death, or retirement of the former PC make a statement. The new PC will also make a statement, but the real meat will show up in continued play.

Frank</description>
		<content:encoded><![CDATA[<p>Sarlax Says:<br />
<i><br />
I dispute the contention that this problem is somehow unique to more gamist RPGs like D&amp;D. The same problem will occur in, oh, Mage the Ascension. After several sessions, the characters have acquired not only new abilities but also new resources, allies, contacts, etc. Some of this will have been represented by awarded experience points, but other elements will simply have developed from roleplaying.<br />
</i><br />
I think the issue is strongest in gamist games, but your notes above suggest there may be a gamist element to your Mage game. I could see an issue with simulationist play here also, but so long as the replacement PC doesn&#8217;t break the celebration, I don&#8217;t see an issue.</p>
<p>For a narativist game, this issue just doesn&#8217;t matter, because a narativist character isn&#8217;t about power, it&#8217;s about being a vehicle to address premise to create theme. In that sense, the death, or retirement of the former PC make a statement. The new PC will also make a statement, but the real meat will show up in continued play.</p>
<p>Frank</p>
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		<title>By: Frost</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11592</link>
		<dc:creator>Frost</dc:creator>
		<pubDate>Wed, 20 Jun 2007 15:46:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11592</guid>
		<description>While I agree, that it&#039;s no fun running a character you don&#039;t like, I do impose level and XP penalties when players want to outright swap characters or when a character dies.  I too believe that it takes some of the risks out of the game to have death be so meaningless.  Despite the social contract issue, I know for certain that at least half the players at the table would create new characters on a monthly basis if it there were no penalties for doing so.  I also have rules for the rewrite.  The same point buy applies and character wealth cannot exceed what the previous character had. 

That being said, I do make allowances for certain changes when the characters first start out or are trying out a new class.  

The first thing I do is allow players to make changes to their characters for the first 4 levels of advancement without any penalties.  This doesn&#039;t disrupt the makeup of the party too significantly, as I have certain players who like filling the face man, healer, and front line roles.

After that, I allow players to make changes to the most recent level they took without penalties as long their XP is 40%-50% below reaching the next level.</description>
		<content:encoded><![CDATA[<p>While I agree, that it&#8217;s no fun running a character you don&#8217;t like, I do impose level and XP penalties when players want to outright swap characters or when a character dies.  I too believe that it takes some of the risks out of the game to have death be so meaningless.  Despite the social contract issue, I know for certain that at least half the players at the table would create new characters on a monthly basis if it there were no penalties for doing so.  I also have rules for the rewrite.  The same point buy applies and character wealth cannot exceed what the previous character had. </p>
<p>That being said, I do make allowances for certain changes when the characters first start out or are trying out a new class.  </p>
<p>The first thing I do is allow players to make changes to their characters for the first 4 levels of advancement without any penalties.  This doesn&#8217;t disrupt the makeup of the party too significantly, as I have certain players who like filling the face man, healer, and front line roles.</p>
<p>After that, I allow players to make changes to the most recent level they took without penalties as long their XP is 40%-50% below reaching the next level.</p>
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		<title>By: You Might Be Running the Wrong RPG If&#8230; - Treasure Tables</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11581</link>
		<dc:creator>You Might Be Running the Wrong RPG If&#8230; - Treasure Tables</dc:creator>
		<pubDate>Wed, 20 Jun 2007 12:47:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11581</guid>
		<description>[...] Commenting on yesterday&#8217;s post about not penalizing players for replacing their PCs, TT reader Frank Filz said something that made a light bulb go in my head: So I guess in the end, I’d suggest that if the issue of how much XP to give replacement PCs is important, and there is a feeling of need to not penalize replacement PCs, then perhaps the game system in use is not the ideal choice for the type of play. [...]</description>
		<content:encoded><![CDATA[<p>[...] Commenting on yesterday&#8217;s post about not penalizing players for replacing their PCs, TT reader Frank Filz said something that made a light bulb go in my head: So I guess in the end, I’d suggest that if the issue of how much XP to give replacement PCs is important, and there is a feeling of need to not penalize replacement PCs, then perhaps the game system in use is not the ideal choice for the type of play. [...]</p>
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		<title>By: John Arcadian</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11579</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Wed, 20 Jun 2007 12:05:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11579</guid>
		<description>I think the problem is a little more inherent to gamist games, simply because they are gamist games and have a heavy focus on the mechanics.  A narrative game will tend to gloss over things like inequality in power levels and focus on the &quot;Why does the party accept this new person into its folds&quot;.  A simulationist style game tends to handle death very differently. Either it is glossed over that a new character takes the place, or it is written in how.   As sarlax points out it isn&#039;t only an issue in gamist focused games. However, it is more of a prevelant issue there. You not only have to think about how it impacts the character&#039;s situations, but also if you follow the definitely defined set of rules prescribed ways for dealing with the mechanics or if you chose to go your own way and change things about how the rules work to fit the situation at hand.</description>
		<content:encoded><![CDATA[<p>I think the problem is a little more inherent to gamist games, simply because they are gamist games and have a heavy focus on the mechanics.  A narrative game will tend to gloss over things like inequality in power levels and focus on the &#8220;Why does the party accept this new person into its folds&#8221;.  A simulationist style game tends to handle death very differently. Either it is glossed over that a new character takes the place, or it is written in how.   As sarlax points out it isn&#8217;t only an issue in gamist focused games. However, it is more of a prevelant issue there. You not only have to think about how it impacts the character&#8217;s situations, but also if you follow the definitely defined set of rules prescribed ways for dealing with the mechanics or if you chose to go your own way and change things about how the rules work to fit the situation at hand.</p>
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		<title>By: Sarlax</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11575</link>
		<dc:creator>Sarlax</dc:creator>
		<pubDate>Wed, 20 Jun 2007 02:42:09 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11575</guid>
		<description>I dispute the contention that this problem is somehow unique to more gamist RPGs like D&amp;D. The same problem will occur in, oh, Mage the Ascension. After several sessions, the characters have acquired not only new abilities but also new resources, allies, contacts, etc. Some of this will have been represented by awarded experience points, but other elements will simply have developed from roleplaying.

If a new character comes in the GM is faced with two dilemmas. First, do you provide the new character with enough XP to bring the mechanics to level on par with the rest? Second, does the new character get a package of non-mechanical benefits like that of the previous?</description>
		<content:encoded><![CDATA[<p>I dispute the contention that this problem is somehow unique to more gamist RPGs like D&amp;D. The same problem will occur in, oh, Mage the Ascension. After several sessions, the characters have acquired not only new abilities but also new resources, allies, contacts, etc. Some of this will have been represented by awarded experience points, but other elements will simply have developed from roleplaying.</p>
<p>If a new character comes in the GM is faced with two dilemmas. First, do you provide the new character with enough XP to bring the mechanics to level on par with the rest? Second, does the new character get a package of non-mechanical benefits like that of the previous?</p>
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		<title>By: John Arcadian</title>
		<link>http://www.treasuretables.org/2007/06/never-penalize-players-for-bringing-in-a-new-pc/comment-page-1#comment-11572</link>
		<dc:creator>John Arcadian</dc:creator>
		<pubDate>Tue, 19 Jun 2007 23:10:10 +0000</pubDate>
		<guid isPermaLink="false">http://www.treasuretables.org/?p=765#comment-11572</guid>
		<description>This is one of those reasons that I dislike mechanics based play like DND 3.5.  It takes so much focus away from what is actually happening to the characters, and on the numbers behind them.  There is still a lot of necessity for the mechanics to be there and to support the game, but it shouldn&#039;t be the main focus. 

The way I have always handled replacement characters whenever possible is to do a &quot;history session&quot; with the player.  I have them build a level 1 character, then do a semi-short form session detailing their rising from the ground up.  I give out a level, or a huge amount of XP after a &quot;section&quot; of their life has gone by.  I let them use it and build up. I improv most of the stuff they do.  Sometimes it can take 2 sessions or so, but because it is 1 on 1 it goes faster. We keep going till this character is up to the level of the others, and then we make the 2 storylines merge.   It is intensive but preserves the sense of achievement.</description>
		<content:encoded><![CDATA[<p>This is one of those reasons that I dislike mechanics based play like DND 3.5.  It takes so much focus away from what is actually happening to the characters, and on the numbers behind them.  There is still a lot of necessity for the mechanics to be there and to support the game, but it shouldn&#8217;t be the main focus. </p>
<p>The way I have always handled replacement characters whenever possible is to do a &#8220;history session&#8221; with the player.  I have them build a level 1 character, then do a semi-short form session detailing their rising from the ground up.  I give out a level, or a huge amount of XP after a &#8220;section&#8221; of their life has gone by.  I let them use it and build up. I improv most of the stuff they do.  Sometimes it can take 2 sessions or so, but because it is 1 on 1 it goes faster. We keep going till this character is up to the level of the others, and then we make the 2 storylines merge.   It is intensive but preserves the sense of achievement.</p>
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