In Media Res

A couple sessions into a campaign, players have their characters fleshed out. The over-exaggerated caricatures give way to more three-dimensional, consistent, logical avatars. The game master also settles into a groove. They understand where their story is going, how the players react to challenges, and how to balance fights or other tests of character skill. Sadly, the needs of a game are outweighed by the dynamics of reality. People come and go from gaming groups and those left are forced to either abandon a campaign, or persevere with a changing roster.

CPG has two ongoing playtests for Catalyst at the moment that both lost people this week (one is on an extended vacation and the other left town). So, we’re going to merge to the two groups and carry forth with one of the campaigns. The challenge will be integrating the two new people into the existing tale. Since this comes up enough in long-form role playing games, I figured I’d share some tactics I have for easy transitions both players and GMs can utilize.

The simplest solution is to retcon the new player into the existing story. They were always there, remember? Saying they were silent or overruled on past decisions gives a consistent history to the campaign. This is the best course of action if you have the same people for a campaign’s duration, but you tend to be down a person each time (scheduling twenty-somethings to do anything is a pain.)

The key to pulling this off as a player is to be informed about the world and actions performed by your team without you. Ask them to give you a quick recap before play starts, but the emphasis should be on emotion and reasoning. “We let the demons escape because we had to save the priest from the burning building. We deduced he’s the only one who knows where the relic is, so as frustrating as letting the enemy go was, we needed to keep the guy alive.” The biggest restriction on the joining character is their mental state and ambitions can’t differ much from the rest of the party. You’ll miss out on the moment of conflict your story was attempting if the person in question steps out for a session.

If you are swapping one character for another (effectively stating the person leaving was never there, it was always the new player’s character), things get trickier. You’ll have to examine what impact the departing person had on the story: did their choices have drastic outcomes and would the new character have done the same? In my campaign, Narwhal chose to violently stop a mad scientist. Clearly, there are repercussions to his actions; it’s not exactly fair to force those consequences upon the new player. However, this person swap lends itself better to interweaving the world and the party.

A few campaigns back, I had a player leaving town a couple months after a long campaign began. Since I knew this upfront, I shared some secrets with him about one of the factions that opposed the players. He ended up being an undercover agent, demonstrating peculiar behavior at points, but the other players never figured it out until the big reveal on his last session. In game, this betrayal occurred during a large inner-city skirmish. Our new player joined the campaign next week, his character having been an observer of the players’ prowess and an ally of the faction opposing the betrayer's. Of course, he had an ulterior motive to help; he wanted to use the players’ talents to further his personal city-conquering agenda.

Here, we’ve managed to turn what could have been an awkward transition into a scene breathing life and authenticity into the story. The world should not exist statically next to the players as they meander forward; it needs to constantly be pushing and pulling the players as they struggle to gain traction against larger forces. Using personnel changes to challenge the power of players enhances the scope of the campaign and the dire consequences of their failure.

As a final note to players entering an ongoing campaign, remember your etiquette. As mentioned earlier, the interpersonal relations between characters, NPCs, game masters, and players will have been established. You should certainly integrate yourself into this mix, but be sure not to trample over other players to do so. Your character will be new to the others; gain their trust and respect. Make sure no one regrets inviting you over to join their game.

--Alex

Pre-orders

Catalyst pre-ordering is live! Reserve your copy over on the Catalyst page. You'll get the full game (270-page manual and 142 action cards) shipped anywhere in the US. You'll also have a bonus campaign PDF emailed to you, helping game masters new and old run a campaign in this new universe.

And don't worry KS backers, you're still getting the full game and the two physical campaigns shipped to you before these get sent out. Much love to our earliest supporters.

--Alex

Status Update

We've been excitedly tweeting some of our progress over the last week as physical bits of Catalyst show up. So our backers and fans are on the same page as us, here's a quick summary of where all the moving parts are for this game.

Manual: Our proof copy came over the weekend. We tore it apart today, made the final corrections to the images and text requested a second proof from our printer. If that looks like we expect, the full order will be placed.

Cards: Our proof copy is in transit. Considering the card images used in the manual looked fine, we're hoping these should too. Look for camera-phone love on these soon.

Dice: Q-Workshop gave us the first render last night. We made a couple tweaks and are eagerly awaiting the next visualization. Once we give the okay, they'll start carving them (or however you make dice). Hopefully, these make it with everything else, but shipping from Poland might prove slow. The 21 of you getting fancy dice will be kept posted through Kickstarter.

T-Shirts: Our designs are done. Method Designs (a fellow guest of So You're In Seattle) will be handling the screenprinting. We'll send out the order once the KS backers fill out their surveys.

Leatherbound Editions: We met with Scott of Phil's Custom Bindery today. Once we get our physical copies, they can bind up the Scribe versions in a week.

Campaigns: We're making six Catalyst campaigns (for now). Two are for all KS-backers; four are commissioned by high-end backers and will be available for general purchase once Catalyst is released. Three are completely written and two are partially scripted. Two have all the artwork done and two are partially drawn up (one of which is being done by the lovely Will Muto).We're running through playtests of these as we finish them.

Apps: The Android version of the player app is feature-complete and undergoing testing and bug fixing. We're starting to code the Android GM app and the iOS player app (thanks to the aid of WWU's Adam Zerby).

Packaging: We're pricing out options to bundle the manual and cards for both backers and retail. We also have a catalog for plain packaging material, which makes the worst coffee table book.

Hopefully that's everything. Busy month ahead of us here at CPG as we push to get this game in everyone's hands, but it's indescribably wonderful to see Catalyst nearing completion.

--Alex