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Curious – that’s always been my one sticking point with contemplating Dresden Files – considering how integrated everything is at character creation – adding new players/different characters seems to be an interesting challenge – especially with the different phases of character creation.
It doesn’t need to be a challenge, really. The easiest way I’ve found to deal with the issue is to find a niche in the background of events that the new character has occupied the entire time. Connect them to the party through that niche, fill out their past interactions, and then make them relevant to the story of Now. There you go. New player character, hot off the presses!
A big part of the Dresden Files RPG design is the City, with its magical (and not so magical) community. Leverage that here, make it work for you, and things fall into place much more naturally.
I’m not sure how well I’m explaining myself, but I think Waldo Butters from the Dresden novels is a good example of what I’m talking about. Butters is introduced to us in Dead Beat as the brilliant, polka loving, somewhat-semi-clued in medical examiner of Chicago. He’s a minor character, important to the story at hand, but still new and undeveloped. He doesn’t have a strong connection to the Dresden mythos, but he knows Harry, Murphy, and the SI unit.
Butters’ baptism by zombie in Dead Beat was his Rising Conflict Phase (2) in DFRPG terms.
I don’t believe we’ve seen his Story Phase (3) in anything so far, but I live in hope 🙂
His appearances in Turn Coat and Changes could count as both of his Guest Star Phases, even if they’re both with Harry.
Once we hit Ghost Story, Butters has clearly developed into a major character, and in my opinion has joined the “PCs” of the novels. I’d support that statement, but I’m still hesitant to drop Ghost Story references directly, even if the book has been out for a month.
Anyway, I see his development mirroring exactly how I’d like to bring in a new player character in my games.
@Zach: Awesome response!
@Arashi: The thing to keep in mind, which Zach has assumed but not stated outright, is that the integration you mention at character creation is not closed integration, but open integration. There are easy ways to hook other characters in later, and running through their character creation phases makes it easier and more believable to drop them in to the ongoing game than in a lot of other games, because you’ve included them in the backstories of the other characters.
As an illustration, Vampire: The Masquerade doesn’t have any real integration of characters before play, relying on actual play to create the links and relationships between characters. However, trying to add a new character to a group is a nightmare, as I can personally attest, because of the lack of shared history and the trust that has built between characters. With good players, it can work, but it will still strain credulity.
By moving the initial relationship building to a meta-game level during character creation, these problems are bypassed, and adding a new character to a DFRPG campaign become remarkably easy.
Just one of those things I’m thinking about as I might get added to fill a seat in someone’s game.