Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: version B 2.10.2 9/5/84; site mcc-db2.UUCP Path: utzoo!watmath!clyde!cbosgd!gatech!ut-sally!mcc-db2!patrick From: patrick@mcc-db2.UUCP (Patrick McGehearty) Newsgroups: net.games.frp Subject: Re: multiple characters Message-ID: <369@mcc-db2.UUCP> Date: Wed, 8-Jan-86 10:19:19 EST Article-I.D.: mcc-db2.369 Posted: Wed Jan 8 10:19:19 1986 Date-Received: Thu, 9-Jan-86 03:08:14 EST References: <688@ihlts.UUCP> Distribution: net Organization: MCC (Austin, TX) Lines: 32 It is obvious from all the discussion that the issue of whether to have multiple characters has more than one point of view. In my most recent campaign (mid-level 6-9), I was concerned that if each person had only one character, and that character died in an irrecoverable way (ie eaten by a Remoraz or failed raise roll) that individual would be at a long term disadvantage to the rest of the group if he/she were forced to start over with a low level character. Having observed that this sort of disadvantage has caused people to lose interest in a campaign caused me to look for a solution. However, I felt that characters in the mid-levels need lots of attention to be run well (especially spell casters). Therefore, I did not want to have two or more characters per person. So I created several party NPCs. These characters are one or more levels below the party average, but still useful. During normal adventuring, they are run by people who are not part of the current critical action. I only intervene if they are placed in obvious extreme risk or seem to be getting shorted during treasure division. In this way, if some person's prime character is wiped out, they can immediately assume a new character. Of course, losing a couple of levels is still painful and an incentive not to be too rash. So far (100+ playing hours) they have not lost a party member. (Several close calls) Since they do not seem to need the full set of auxilaries that were provided, I am gradually finding excuses to semi-retire them. Then they are known to the group as reliable adventurers, but not always along to get a share of loot and take up playing time. Anybody else tried any novel solutions to the multiple character per person problem?