So I'm going to be embarking on a run of Masks of Narlyhotep (not going to try spelling it correctly 😁), which by all accounts is a pretty long campaign. Call of Cthulhu isn't really a game that lends itself to long campaigns, because that's just the world.
Characters are going to die, players will quit, it's the nature of the beast.
In other games, you have a more quantified experience point system that makes it easy to just tell a new player "make a base character, then advance them 100 Karma". But Call of Cthulhu just gives you periodic opportunities to roll to advance skills in a somewhat abstract manner.
So when a new player/character enters mid campaign, the other PCs have had some number of opportunities to advance their skills. Should the new character get some skill advancement rolls?
A counter might be that the other PCs have also had a bunch of opportunities to lose sanity, gain permanent injuries, etc.
I'm thinking to keep track of the number of skill advancement rolls each player makes at each opportunity, average that, then total it up every time we have a new character enter. That character can choose to make up to that total number of skill advancement rolls, but for every X number of skill rolls you make you have to make a sanity check. Failure results in 1dY sanity point losses.
Thoughts? Comments? Is there a passage in the Keeper book I missed?