Changing Gears
Every GM faces a time when his campaign has to evolve
or die out.
Similar to that of Darwinism. A organism has to change
with his environment, sorry Karen or her environment.
changing gears can be down right tough. In fact with my
situation I considered quitting. Especially when my star
player joined the Navy. I guess it wouldn't hurt to reveal
his first name. Hi there Brad. When Brad left I lost the
last of my original core players, he was the heart and
soul of my group and was completely irreplaceable. I thought
for sure I was going to quit and the game would die just
when the players and their characters where reaching what
I considered to be the highest level of role-playing I've
ever had the pleasure of gamemastering for. But I digress,
things have to change and people as players and gamemasters
have to evolve or die. Metaphorically speaking of course
and of course I'm gonna tell you how to do it.
First and foremost identify the most capable player in
your group. When your roster changes it necessary to find
out who can take charge of the new and often times volatile
situation. Then begin the process of finding out what
they want to do. Ask them where they would like to see
the campaign go and what changes they'd most like to see.
Evaluate this and make your judgment. Remember this is
a perfect time to introduce new players and characters,
but remember that they're unproven yet. They don't immediately
get to walk in and take over the group especially if the
group is well established, they need to take the time
and get themselves into the groove of things. Unless you're
willing to start a new campaign, the older players will
still be into the original continuity. Then you have two
choices.
One "character replacement", is easiest and
often best way to keep things moving. If the group can
take the modification just sub out the old pc with a new
one and continue on. Sometimes this isn't possible, the
player may have been too integral to the campaign and
the stability of the group. Which leaves the gm with the
challenging task of "Character Reincarnation".
Which mean this, I have found that it is sometimes necessary
to ask a player to take over a old character. It helps
to keep the timeline and the relationships between the
characters stable. Nothing is more disruptive to a game
than to be humming along at cruising speed and then to
lose a corner stone pc and have to introduce his/her replacement.
If the new player is willing have him run the old character.
But I need to add this bit this should only be done if
the player is "EXTREMELY GOOD ". They are being
asked to player a established personality while bringing
life to it in their own manner while keeping it true to
the original player. This can be a especially difficult
prospect and should only be asked of the experienced role-player
or someone who shows a great deal of promise.
Next erase any karma and reputation, this is necessary
to let him/her to build themselves into the established
role without unduly rewarding them with freebie karma,
also record the old character information at the moment
of transition for the original player. This is just in
case he/she come backs and they want to play again with
their old pc. They should still have what they've earned.
Record the new levels of karma and money acquired after
this point becuase it should belong to the new player.
If in the event of the original player's return the character
is unmodified by the new adventures after the characters
reincarnation. They are exactly where they left off and
can resume play after being brought up to speed. The volunteer
then takes the acquired karma and money and applies it
to their new pc as something they can use, perhaps as
a inheritance or a reward handed out at a time the gm
selects. This money and experience should be awarded after
character gen and thought of as a reward for a favor done.
This makes for a fair compromise on both sides the player
is doing the Gm a favor by being willing to take a old
pc and keeping him/her in the mold from which it was cast.
The player is also rewarded in the event he/she is asked
to return the pc and with out having everything that was
gained lost to someone who had to take a siesta for what
ever reasons. After all that the theme of the campaign
can begin again, with the new modifications needed to
let it evolve. Be it out right replacement, or asking
someone to pinch hit with a old pc the group will change,
hopefully for the better. Once the modifications are in
place and the group's makeup is stabilized the campaign
can retains it's balance and go foward.
Nightlife - 2nd February 2001
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