So, have you people gathered any experience in introducing new players to a up-and-running campaign?

So, have you people gathered any experience in introducing new players to a up-and-running campaign?

So, have you people gathered any experience in introducing new players to a up-and-running campaign?

With the collaborative world building, I fear it might be hard.

16 thoughts on “So, have you people gathered any experience in introducing new players to a up-and-running campaign?”

  1. In terms of dungeon world, I could see this getting trickier the further you are into a campaign. On my second session I introduced a new player, and since only a little about the world had been revealed it pretty easy.

    If you use a map for tracking locations and making annotations it can be easier. The new player can ask “what’s this” and someone can answer.

    I’d say let each player introduce their character, and list two things they’ve done – giving the new guy an opportunity to do so as well. Then ask the new guy a question about an unresolved feature of the world and related to their character.

    You could also pose your questions about existing feature with a “statement. Clarifying question?” Format.

    “The sorcerer queen ruled 400 years ago and turned back an undead blight. What stories do your people tell about her mysterious disappearance?”

    I’d definitely either give the new character a history with the others through questions, or et them write bonds off initial impressions.

  2. In my first Aw campaign, I had two players joinning in the rest of the group (already four players) after about five or six sessions.

    Both had never played Aw (they came from games like D&D, vampire the masquerade).

    I told them what was happened in the previous sessions and explained the context.

    So we had a Maestro’d and a Gunlugger.

    They became the focus of all the group (for different reason: the maestro started with a bar that later was set on fire by his enemies, but then he became and HardH and all the other characters joined him. The gunlugger grow in power and established a hold of his own, in an escalation of violence and greed…he gio killed by the other pc’s).

    So that kind of thing you say happens often in my games, but naturally everything find its place.

  3. Adrian Thoen This was exactly why I was worried; that it would be more and more difficult as the game progressed. You give some pretty sound advice on how to handle it though.

    I ask because I want to introduce more players to my game with Eric Nieudan and Bastien Wauthoz. It’s a great time for doing so, since the next session will pretty much start out with me saying “4 months later…”

  4. Kasper Brohus I didn’t jnow if it could be useful to you (or related to your question). Since I had no particular advice, I just thought to share my experience.

  5. Hey Kasper, why do you feel it would be difficult to introduce new characters? I’m having trouble imagining what the problems could be. Especially any that would be unique to DW.

  6. Chris McNeilly If the game was set in a well-known setting, this wouldn’t be a problem. My concern comes from the fact that the setting is created collaboratively, and there might be established a lot of fiction, too much to present to a new player.

  7. I see. So the same problem you’d have with any game when a new person comes along and doesn’t know the material? Like, even with an established/published setting its the same problem if the new player isn’t familiar with it?

  8. Chris McNeilly No, what I mean is that it would be “our” setting, not the new guy’s. Until he contributes of course.

    I think the organic setting development is half the fun of DW, and the later you come into a game, the less a part of that process you would have been.

  9. Oh okay, with you now. I say, if you’re excited to have them join the process and they’re excited about jumping in, it’s not going to be an issue. Don’t worry too much about it and just have fun.

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