When you dive into a medium with the world building opportunities like Dungeons & Dragons, you will eventually run into a few fresh faces. Bustling cities, wide expanse of lands, and even small taverns can hold key NPC/Players that could be crucial to game development. For most DMs, a NPC is one of the only ways of interacting with players and immersing yourself into the role play aspects of the game. Not only that, but without players and NPC’s, the game tends to fall flat.
As a Dungeon Master, you will want to introduce either new players or NPC’s to your players that could be pivotal to the game. But, when your players have their own agenda, how can a DM seamlessly present a new character without railroading?
5 Ways to Introduce a New Player Seamlessly
Important note, it could be a non-playable character or an actual person playing, but all methods that will be introduced could be used for either. While we like to emphasis more on introduction of an actual player, NPCs that are valuable should feel valuable to your group. First impressions, like in real life, are important.
The Mission from the Same Patron
Getting a divine message from your patron is what all young paladins hope and dream for. Knowledge only given to the most faithful should be special, right? Well, in this case, the message might have gotten around.
It all has to do with the idea that multiple groups could be working towards the same “divine” goal. Depending on your setting, this may come as a big surprise for your party. From here there are multiple ways this can play out. Could these be different groups that believe in the same divine being, but possibly slightly different beliefs? There can continuously be layers to this, what if the other group skewed the meaning of the message which just so happens to not align with your parties plan of action? While this builds more of a cult vibe, it does not have to be that evil.
If you do not like the black and white contrast, you could always present it as a similar playing field. Both parties have received the message and believe that they are working towards the same goal. Creating an ally compared to a whole side adventure of taking down the other faction. We would recommend this introduction for both player and DM in regards to actually being involved with the group, creating an abundance of role playing opportunities.
The Prisoner Turned Ally
This one is a classic. They have been captured, they don’t want to be captured, you save them and gain an ally. There are a wide variety of settings this can take place in. A dungeon deep underground, hidden away in a castle, pretty much anywhere that you have enemies lurking around.
It could be great for a NPC, but we would suggest saving this for a new player joining your party. It helps unravel several scenarios that might seem awkward when introducing a new player, especially if they are new to Dungeons & Dragons in general. Your party wont simply bump into them on a street right at the beginning of the game, which is not terrible but pushes new players into the game too quickly. Letting your new guest watch as they fight through your captors not only helps them understand the game, but creates a sense of excitement as they possibly inch closer to your cell. Also a great time to be able to introduce yourselves in character.
In regards to an NPC, we would suggest going with trapped in a jar trope – which we go into detail here: Top Five Tropes to Make Your D&D Games Better. It’s a great tactic acting as a informant, but always at hands reach.
“As the name implies, you have some form of evil in a can. It can be anything that can easily be carried, but a mason jar or a can just has a magical whimsy about it.”
- Knight’s Digest (Top Five Tropes to Make Your D&D Games Better.)
The Guide
Sometimes no matter how high of a nature or perception check, you might not know the way. The Guide is an introduction that is still simple, but can give off a mysterious energy. For NPC purposes, being just a guide from point A to point B can be enough. Help with random encounter fights and informing the players of the layout of the lands can be a great help and resource.
If you have a player interested, then give a reason for the Guide to stay with the party. Incorporating it into their background can flesh out in many ways. Maybe they were a famous mercenary in the lands you have travelled too, settling down after having a family/partner had them change career paths.
A Character from a Player’s Backstory
This one has piqued our interest as of late. Beforehand, talk to your player that you are wanting to pull from their backstory. In most situations NPCs from their background will occasionally pop up and make an entrance. This is common, but what if you twist it so that one of your new players actually comes from someone else’s story.
Inexperienced players again will benefit from this. For non-veterans, creating a compelling background can seem like a mountain to cross. Instead of rolling dice and creating a new random character history, try placing them in a role that you the DM and the player can both agree on. Just like the previous intro, this helps give them a crutch, being able to enjoy the game without worrying how cool your player is. Since they are coming from someone else background, they can instantly have a connection with that party member.
The Replacement Mercenary
A player death is never easy on anyone, especially the player themselves. You want to be able to get them back into the game but not tarnish the memory of a party member that just passed. While most D&D groups will want their player back into the party, it is important to note that they are still filling a gap that was recently filled by said beloved party member. While the actual real life counterparts might not care, would your party really be so inclined to add someone so quickly? So what do you do?
The most optimal way to create a party in D&D is not just getting a bunch of strong fighters together, but to find a balance team (if we are going for an optimal party). Whenever the loss of a teammate occurs, then there is a missing piece to the dynamic. Sooner or later, the party will notice they are not getting any healing or the ability of someone to tank hits. Eventually, for the safety of the party, your group will need to fill in that space.
This is when you should introduce the new character to your party. It could be from a heroes guild or a signing a contract with a mercenary, but it is a form of contact that again, isn’t just bumping into someone on the street or meeting them in a tavern. Great roleplaying opportunities will present itself naturally as the new party member finds their footing in the group.
Closing Thoughts
The ideal behind introductions or even resources such as these is to help create a naturally organic form of bonding. It is important to know that these are just guidelines, and depending on your campaign you might want to tweak things here and there. But that is the point of the game!
Introductions are a chance to help expand your story, being able to use NPCs/Players is an underrated tool in the DMs arsenal. At the end of the day, create an introduction that you and our players can be excited for, don’t fall for the effects of railroading or it will eventually affect the game. The makings of a great campaign that your players will be talking about will stem from them thinking that they can truly do anything.
Not only does a good introduction give us a new character, but it should build upon the world around it. Just saying hello to someone new can give you an ideal of their values, political intrigue, and problems they may be facing. Use it to give yourself advantage and give the adventure your players are dreaming of.









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