Why is it that the narrative for adventures is almost invariably the same? Or at least, the narrative for adventurers?
An oddball collection of strangers meet at an Inn and travel together inseparably until they either complete a quest or die together in a horrific encounter. The greatest variance occurs if periodically one dies and is near-instantly replaced in an incredible coincidence! Bob’s dead, but look, we just found Bob’s brother Rob in the closet, a prisoner of that thing that just killed Bob!
Why are we writing plays in which the main cast come on stage at the beginning and stay until the end, and in which the whole story revolves only around them?
Yes, it’s true that the nature of RPGs is that you’re collaboratively creating a story together. And yes, it’s true that the nature of the game is that the PCs are these central characters. But is this rule that “one player = one character, throughout” really set in stone? If that character dies, we see no issue with replacing them with a new character, so that player can continue to participate, but why must entrances be instant, and exits near-always fatal?
Recently I learned the story of a friend playing in another Curse of Strahd campaign (i.e. not the one I’m running) whose character, Perrin, had become so thoroughly “broken”, mentally, that he had him simply… walk away. The story goes: the group had fled and left one of their kin behind to die at the hands of werewolves. Later, this character reappeared before them, not in fact dead, but now afflicted with lycanthropy instead. They were forced to kill their former-friend, and then Perrin walked away into the night. The player decided that his character, having put their former-friend to death, buckled under the burden of guilt from killing the transformed companion, along with the burden of guilt at having let him get captured in the first place, and it was enough to cause a mental break. His character walked away. He spoke with the DM about writing up a new replacement and having that character introduced somehow in a future session. He offered the PC to the DM to possibly bring back as a villain in the future.
I thought it was brilliant!
It’s certainly not something most players consider and it’s not something most DMs work to facilitate. But if the latter is because of the former, maybe we should.
Now I’m not about to suggest that PCs should be coming with new character sheets every session. Rather, I merely suggest that perhaps every character arc need not end in death (or, more rarely, some form of corruption). What if a particular character started with the group to answer the Duchess’ call of clearing out the Goblin cave, and now, at level 3, having returned to town successful, feels satisfied and chooses to go join the guard, while perhaps the group enlists a new Cleric if they wish to follow-up on the treasure map they found in the chieftain’s lair? Maybe that cleric is someone they actually met during their adventure so far, like the blacksmith in the village whom they took a shine to.
How Do We Go About This?
I think in order to facilitate the idea of exits and entrances, there are two big things the DM needs to do:
First, ensure the players understand it as an option. The parameters should be made clear to the PCs: How does an exit occur? How does an entry occur? Is there likely to be a sizeable gap in time between the two? Players are unlikely to want to swap out characters if it means missing or not participating in gaming sessions. That’s why Bob’s brother Rob was miraculously in that very next closet. We can have more graceful entrances for replacement characters, but that requires planning, and that planning requires collaboration with the players.
And collaboration is a key word here: you must be willing to relinquish some small measure of control over the overall story, to accept the players as having some agency in its telling and not merely confined to choosing the actions and reactions of a single character in the narrative, before you can move forward with this in a meaningful way. You have to be able to discuss with a player privately the particular character arc they intend for their character, take that into consideration in order to help by working the story in that direction, and then, if and when a player feels that character’s role in the grand scheme of things is coming to an end, to be willing to work with them on planning an exit and how and when their next character enters.
—- Minor Spoilers for Curse of Strahd – skip this paragraph —-
Taking Curse of Strahd as an example (given I’m currently running it), it’s an excellent opportunity for these things. One of the players of my group was going to be unlikely to make the first few sessions. I met with him privately over a cup of tea and discussed with him the character of Ireena Kolyana, where she comes into the story, her role within it, and how and when the PCs are likely to meet her. The group played through Death House without that player present, and when they were finishing up and reaching the village, I had this additional player come to the next session where they would meet her and later agree to help her. If, when they reached Krezk, the player was satisfied with the pool as the conclusion of her character arc, we could have retired her and he would instead take up the mantle of some other NPC either already introduced or soon to be introduced. Maybe the Priest from the Church in Vallaki would see this turn of events as divine providence and realize he must leave his chapel behind to help the players? The player chose to continue with Ireena, as it happens, and is still with the group now. When another player died, but the group was hoping to have her resurrected in the next session, I took the player aside to discuss possibly having them take on Kasimir, who was on the verge of joining their story line (they’d already met, and would soon be heading to the Amber Temple together). As it turned out, they chose to stick with their current character when they were able to be raised from the dead in the following session. In both cases, the players chose to stick with their current characters, but my point is that there were options, that those options were within the context of the story line and not strangers in closets, and that those options were made clear to the players.
—- Spoiler Ends Here —-
They must understand it’s an option and what your process is in order to use it.
Second, unless you want that next walk on to be “Rob, brother of Bob”, hailing from the next closet/cell/inn they find, you have to litter the story with some interesting NPCs, some of whom might hint at an interest or stake in what the players are doing.
In essence, you should be planting the seeds that might grow into future PCs. Doing so successfully will require creativity and balance: you’re trying to create characters interesting enough that a player might later say “I’d like to play that NPC if I might”, and yet you don’t want to paint them into a corner: Be careful about giving NPCs fixed classes and levels. That gruff wolf-hunter who helped them out at one point: Was he a ranger? A sniper-rogue? An archery-build fighter? Maybe he was a druid, just trying to keep the wolf population in harmony?
Strive for a balance where just enough information about the NPC is provided to allow a player to have a starting point to flesh out a backstory, an excuse is provided to allow that NPC to conceivably join the group at some future point in the story, and yet enough flexibility remains for the player to build them into the character they want next. If that wolf-hunter was actually Rogue 1/Warlock 5 and concealing his Warlock nature, it could still fit.
This won’t always be possible, of course, or at least not without effort. The priest from the local temple is a priest, after all. If he were to suddenly be a rogue, it would require a fair bit of finagling to make it make sense. (A rogue who worships a trickster god masquerading as a priest of another faith and keeping all the collections?)
Maybe splitting the party isn’t a precursor to ambush and death. Maybe it’s a split in the story line where, pressed for time, the group has to break up for a session or two. The others can some and watch, or play NPCs, or run monsters, or if it’s scheduled when those few can’t make it anyway, everything works out. Maybe the character of the player on vacation stayed back at the inn, but with a little play-by-Email, maybe when the group returns to fetch them, they find out about an interesting little side adventure.
With enough seeds scattered, and if both DM and players are interested and willing to take care to maintain those little fronds, the overall story can grow in interesting and different ways outside the traditional narratives, by allowing more lives to enter and exit.