Getting characters in an RPG to do things together can be a trick. This week I am adding a new player to my Heroes By Trade group and it was quite the feat of engineering to make everything work. I try very hard to let the players decide what they want to do next but to bring a new person in I really need to end a session with them in a place where that can happen. If, for example, the previous session ended with them on a boat headed to the fantasy world version of Antarctica it would be a bit rough to bring a new person on board! I stressed out far too much over how to make that work and how to smoothly add a personality to the mix. As one would expect it is going to take a bit of kludging.
After all, these characters live in a dangerous, unpredictable world. Randomly trusting their lives to a stranger who they just met is likely a very foolish plan indeed. A new character in the group likely is exactly that though, a stranger who has not proved themselves an ally. Even if the characters do decide a new person is an ally they still have to decide that it is the sort of ally who travels with them and should have a vote on how things go. Given all that it is hard to imagine how anybody ever joins such a group! I have plans though... they largely revolve around 'the enemy of my enemy is my friend' and lots of running away from crazy cultists. Nothing bonds a group like massacring fanatics.
What I can't figure out is how groups manage to continue to play together with traditional DnD death rates. I read recently about someone who was in a group which had 37 character deaths in 3 months of play. This group is somehow introducing a new character more than twice a session? How do you maintain even the tiniest veneer of immersion when people say "Can I join up?" and the answer is "Sure, but people who join up with us tend to live about 2-3 days on average." These people are brave heroes and all but that kind of fatality rate has got to convince even a fearless paladin that retirement looks good - or maybe a different group of friends. You can go be brave somewhere else where people don't die quite so often after all.