{"id":1461,"date":"2012-01-22T15:58:16","date_gmt":"2012-01-22T20:58:16","guid":{"rendered":"http:\/\/www.rpggm.com\/blog\/?p=1461"},"modified":"2012-01-22T17:23:13","modified_gmt":"2012-01-22T22:23:13","slug":"passing-it-on-introducing-new-players-to-rpgs","status":"publish","type":"post","link":"https:\/\/www.rpggm.com\/blog\/2012\/01\/22\/passing-it-on-introducing-new-players-to-rpgs\/","title":{"rendered":"Passing it On: Introducing New Players to RPGs"},"content":{"rendered":"<p><a href=\"http:\/\/www.rpggm.com\/blog\/wp-content\/uploads\/teaching-game.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"alignleft size-full wp-image-1542\" title=\"teaching-a-game\" src=\"http:\/\/www.rpggm.com\/blog\/wp-content\/uploads\/teaching-game.jpg\" alt=\"\" width=\"300\" height=\"200\" \/><\/a>We love this hobby of ours so much, it\u2019s only natural we\u2019d want to spread the word. We do our damndest to get our non-gaming friends to give this \u201croleplaying thing\u201d a try. This is especially true if we\u2019re far from other gamers and the only way to get a group is to build one ourselves.<\/p>\n<p>But how do you run a game for an entire group of brand-new players? Especially when you\u2019ve been playing so long, you can\u2019t remember what it feels like to be brand-new?<\/p>\n<p>This is the first in a series of posts with ideas to help you introduce new players to our illustrious <del>time sink<\/del> &#8230;er, pastime.<\/p>\n<h1>When Your Whole Group is New<\/h1>\n<p>&nbsp;<\/p>\n<h2>Do the planning for them<\/h2>\n<p>New players are often overwhelmed by the character sheet alone. Are we expected to know <em>all<\/em> those numbers? How do we actually <em>use<\/em> the stuff that\u2019s on there? Give brand-new players pre-generated characters, especially when you\u2019re teaching an entire group of first-time players.<\/p>\n<p>By using pre-generated characters, you make a lot of overwhelming decisions for the players. They don\u2019t have to worry about choosing effective skills, powers, spells or weapons, because you\u2019ve already done that for them. Too many choices become intimidating. Even first-time players realize that some choices would be more effective than others, but which ones?<\/p>\n<p>Limiting choices was part of the success of the original <cite>D&amp;D<\/cite> game, IMHO. And I think it&#8217;s one of the reasons <cite>D&amp;D<\/cite> was wildly more successful than <cite>Traveller<\/cite>, another early RPG. <cite>Traveller<\/cite> had (and still does) an open-ended character generation system. Sure, you chose a branch of service and rolled randomly for skills, but you still had to create a role in the party.<\/p>\n<p>Being from the Navy didn\u2019t give a new player any ideas on how to actually play his character. It was entirely up to you to define your place in the universe. Great for an experienced player with a strong character concept and goals. But if you\u2019d never played an RPG before, you really didn\u2019t know what kinds of things your character could do. If you&#8217;d never played <cite>Traveller<\/cite> before, you really didn\u2019t know what kinds of things your character <em>could<\/em> do.<\/p>\n<p>Original D&amp;D took care of that for you. You had only four classes (well, really six\u2014dwarf and elf were treated like classes), each with a very distinct role in the party. Fighters fought, magic-users cast spells, clerics healed and thieves disarmed traps and opened locks. Each class had a built-in purpose that made them very accessible to brand-new players and this worked really, really well new players.<\/p>\n<p>Choose your game system carefully. When you\u2019re introducing a group brand-new players who\u2019ve never roleplayed at all (as opposed to experienced players learning a new system), you want something that\u2019s simple, without being too simplistic. Pick <cite>D&amp;D<\/cite> over <cite>Rolemaster<\/cite>, <cite>Star War<\/cite>s over <cite>Traveller<\/cite>, and anything over <cite>Amber<\/cite> (unless your entire group are die-hard Zelazny fans).<\/p>\n<p>This is not the time for you to run a system for the first time. Pick something you\u2019re very familiar with, so you don\u2019t waste valuable teaching (and playing) time looking things up. Plus, if you\u2019re constantly having to look up things, you make the game seem much complicated than it actually is. When you use a system you\u2019re very comfortable with, you give the impression \u201cSee, this isn&#8217;t so hard. I don\u2019t even have to look up the rules, it\u2019s that easy.\u201d It makes the system much more accessible.<\/p>\n<h2>Limit choices, but make sure you give some<\/h2>\n<p>If you\u2019ve ever had toddlers, you know how effective an empowering it is to let them choose something from a limited and predetermined set of options. Do you want to wear the green pants or the new skirt? The same goes for new players. Do you want to use a healing potion or have the cleric use her last spell?<\/p>\n<p>Don\u2019t be afraid to make suggestions during play. Most brand-new players will be grateful for the advice, especially if you explain the reason behind your suggestions. Just remember that the players are free to choose something other than what you suggested. That\u2019s part of the\u00a0 learning experience.<\/p>\n<p>Don\u2019t make them feel stupid or wrong because they made an ineffective choices, just let the results of their actions catch up to them in-game. If one of their choices doesn\u2019t work, explain afterwards why it didn\u2019t work well and what might have worked better. Never imply it was a stupid or bad decision. Instead, use language like \u201cless effective\u201d.<\/p>\n<h2>Take it slow<\/h2>\n<p>Plan a short adventure. While you may consider a mission to stop an ogre from carrying off the nearby town\u2019s livestock dull and routine, the players have never done it before. They\u2019re not going to feel cheated because the \u201cdungeon\u201d is nothing more than a three-room abandoned farmhouse and the \u201ctreasure\u201d is a masterwork (non-magical) sword and a single healing potion. And if your adventure doesn\u2019t look like it will fill and entire game session, remember that you\u2019ll be stopping frequently to answer questions and give explanations. It\u2019s much better to end too soon than to go too long.<\/p>\n<h2>Give out information as the players need it<\/h2>\n<p>Don\u2019t try to explain the entire character sheet at the beginning of the adventure. You\u2019ll just confuse the players and they won\u2019t remember the explanation, anyway. Instead, explain each section just before the players need to use it. Explain initiative as they\u2019re getting ready for combat. Explain lock-picking when they encounter that first chest. Because they then immediately use that information, they\u2019ll remember it better the next time they need to use it.<\/p>\n<p>When you explain something, also explain <em>why<\/em> it\u2019s done that way. Explain that you roll for initiative because you need to know in what order things will happen. Explain that you go around the table in initiative order because faster characters get to act first and because it helps you make sure you haven\u2019t missed anyone. While this will help the players remember what to do next time, you\u2019ll probably still need to remind them of the details the first <em>several<\/em> times they do something.<\/p>\n<h2>Follow their cue<\/h2>\n<p>Go through the adventure at they players\u2019 pace. If they\u2019re having trouble with combat, add in a few more easy fights. If they mastered skill use on the first go, make the next set of skill challengers a little bit harder. If they want to spend 40 minutes real-time looking for secret doors, let them, as long as everyone is having fun with it (and, if they look that hard, consider letting them find one, even if it just leads back to a room they\u2019ve already explored). Be prepared to change things to fit the group even more than you would for an experienced group.<\/p>\n<h2>Make learning the goal<\/h2>\n<p>Don\u2019t get hung up on finishing an adventure in the first game session. Your goal should be on teaching the game, not accomplishing the mission. If you\u2019ve chosen a small enough adventure, this probably won\u2019t come up. If it does, remind yourself that your real goal is to encourage these players to come back for more. Sure, the players will feel great if they save the day, but it\u2019s much more important that they have fun.<\/p>\n<p>&#8212;&#8212;&#8212;&#8212;-<\/p>\n<p>This post is a slightly expanded version of a post on the rpgGM.com homepage: <a href=\"http:\/\/www.rpggm.com\/some-tips-for-introducing-new-players-to-rpgs\/\">Some Tips for Introducing New Players to RPGs<\/a>. Next time we\u2019ll cover adding a brand-new player to a group of experienced players.<\/p>\n<p>[Image courtesy of <a href=\"http:\/\/www.flickr.com\/photos\/tim_and_selena\/5051157647\/\">tim_and_selena<\/a> via <a href=\"http:\/\/www.flickr.com\/creativecommons\/\">Flickr Creative Commons<\/a>]<\/p>\n<h5 class=\"zemanta-related-title\">Articles Zemanta thinks may be related<\/h5>\n<ul class=\"zemanta-article-ul\">\n<li class=\"zemanta-article-ul-li\"><a href=\"http:\/\/www.campaignmastery.com\/blog\/the-future-is-bright\/\">The Future Is Bright: The coming boom in RPGs<\/a> (campaignmastery.com)<\/li>\n<li class=\"zemanta-article-ul-li\">C<a href=\"http:\/\/www.rpggm.com\/blog\/2010\/08\/06\/class-is-in-session-running-a-convention-teaching-game\/\">lass in Session: Running a Convention Teaching Game<\/a> (this site)<\/li>\n<li class=\"zemanta-article-ul-li\"><a href=\"http:\/\/www.rpggm.com\/blog\/2010\/08\/01\/teaching-the-game-august-blog-carnival\/\">Teaching the Game: August Blog Carnival<\/a> (this site)<\/li>\n<li class=\"zemanta-article-ul-li\"><a href=\"http:\/\/critical-hits.com\/2011\/11\/18\/teach-kids-to-game-nico-and-rorys-stories\/\">Teach Kids to Game: Nico and Rory&#8217;s Stories<\/a> (critical-hits.com)<\/li>\n<li class=\"zemanta-article-ul-li\"><a href=\"http:\/\/critical-hits.com\/2011\/11\/23\/chattys-dream-design-project-an-interactive-primer-rpg\/\">Chatty&#8217;s Dream Design Project: An Interactive Primer-RPG<\/a> (critical-hits.com)<\/li>\n<li class=\"zemanta-article-ul-li\"><a href=\"http:\/\/dicemonkey.net\/2011\/12\/30\/make-your-own-introductory-box\/\">Make Your Own Introductory Box<\/a> (dicemonkey.net)<\/li>\n<li class=\"zemanta-article-ul-li\"><a href=\"http:\/\/d4d6d8d10d12d20sbehindtheskeletoninthecloset.wordpress.com\/2012\/01\/17\/how-to-win-in-dd-a-beginners-guide-to-the-winning-game-part-1-winning-the-in-game\/\">&#8220;How to win in D&amp;D?&#8221; &#8211; A beginner&#8217;s guide to the Winning Game: Part 1 &#8211; Winning the In-Game from Dice in the closet<\/a> (d4d6d8d10d12d20sbehindtheskeletoninthecloset.wordpress.com)<\/li>\n<\/ul>\n<div class=\"zemanta-pixie\"><a class=\"zemanta-pixie-a\" title=\"Enhanced by Zemanta\" href=\"http:\/\/www.zemanta.com\/\"><img decoding=\"async\" class=\"zemanta-pixie-img\" src=\"http:\/\/img.zemanta.com\/zemified_a.png?x-id=800d3870-43ee-47f7-9d5e-87d057cf1b1d\" alt=\"Enhanced by Zemanta\" \/><\/a><\/div>\n","protected":false},"excerpt":{"rendered":"<p>We love this hobby of ours so much, it\u2019s only natural we\u2019d want to spread the word. We do our damndest to get our non-gaming friends to give this \u201croleplaying thing\u201d a try. This is especially true if we\u2019re far &hellip; <a href=\"https:\/\/www.rpggm.com\/blog\/2012\/01\/22\/passing-it-on-introducing-new-players-to-rpgs\/\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[53],"tags":[178,177,37,21],"class_list":["post-1461","post","type-post","status-publish","format-standard","hentry","category-gming","tag-beginners","tag-new-groups","tag-new-players","tag-teaching"],"_links":{"self":[{"href":"https:\/\/www.rpggm.com\/blog\/wp-json\/wp\/v2\/posts\/1461","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.rpggm.com\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.rpggm.com\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.rpggm.com\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.rpggm.com\/blog\/wp-json\/wp\/v2\/comments?post=1461"}],"version-history":[{"count":6,"href":"https:\/\/www.rpggm.com\/blog\/wp-json\/wp\/v2\/posts\/1461\/revisions"}],"predecessor-version":[{"id":1553,"href":"https:\/\/www.rpggm.com\/blog\/wp-json\/wp\/v2\/posts\/1461\/revisions\/1553"}],"wp:attachment":[{"href":"https:\/\/www.rpggm.com\/blog\/wp-json\/wp\/v2\/media?parent=1461"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.rpggm.com\/blog\/wp-json\/wp\/v2\/categories?post=1461"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.rpggm.com\/blog\/wp-json\/wp\/v2\/tags?post=1461"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}