Piratecat
Sesquipedalian
PAX East was here in Boston last weekend, and I had a fantastic time despite the crowding. My friend wanted to get into the seminar for learning 4e D&D, but there weren't enough judges, so I volunteered to run a game. It was one of my best experiences in the con. We had a balanced table of three men, three women, all in their 20s and 30s.
Here's what I took away from it.
- There is tremendous value in teaching someone 4e in a group with all new players. This was a little bit of a surprise to me, but there's no question. Not only was everyone comfortable asking questions without looking stupid, each new person's question would help everyone else.
- Good habits get started early. Rolling all the dice together to speed up combat; talking about good general strategy when figuring out what power to use when; encouraging role playing within the party; the usefulness of focused fire and how to tactically move foes; having people describe what their powers look like, not just what's on the card; encouraging page 42 actions outside of the power cards; keeping people focused on the initiative order. I tried to hit each of these so they wouldn't be a surprise later.
- Take the time to go through how powers are organized. This was a big deal. I walked through each line of a power, using examples. I also stopped later on and consulted on how a power might work, or what might be most useful at any given time. That made the rest of the game really easy.
- Don't explain rules before you need to. Other than explaining the bits of the character sheet, using examples, don't tell the players rules until they come up in the game. It helps prevents information overload.
- Take a bathroom break halfway through. There were a lot of relieved faces! Apparently a few folks hadn't wanted to be rude and excuse themselves.
- Customized character sheets help tremendously. The starting sheets are great. Everything is figured in, and they made it easy to avoid confusion. The only trade off is that I needed to explain how attack bonuses were figured.
- Play a little bit fast and loose with the rules if it means not being boring. The fighter asked "Does the +3 damage from power attack apply to my cleave damage?" I answered "I'm not sure, but I'm going to say yes. In a regular campaign I'd either look it up right now if it was a quick question or a game-breaker, or I'd make a temporary ruling and then check the actual rules after the game. I don't want to take the time right now, so I'll make a call and we'll run with that." The takeaway was "don't slow down the action for minor rules questions." That worked well.
- Teaching new players means showing them a little bit behind the curtain. Our game included exchanges like "That was a really good bluff. Problem is, he rolled a natural 20 on his Insight check, but your characters don't know that. 'Come on in!' he cries out. You're pretty sure he totally believes you." Or "you have a couple choices of targets. I already explained how minions work. Going after the minion is good because they can gang up on you, and they're really fun to take down quickly, but the wizard's great at that. You could also go after this shaman guy, as he's already pretty hurt and you're better off taking down a single target instead of damaging a lot of people for a little bit of damage at once. That's what smart bad guys are going to do to you, too."
- The beginner set's default starting adventure is, frankly, pretty damn boring. Standard dungeon delve format (which I do like!) with a paper-thin, boring framing story. No role playing with NPCs to make people care about the town they're saving. Predictable monsters with (and this is the true sin) no style. Your first dungeon crawl should never feel pedestrian. I ended up keeping the monster stats and customizing the look, feel and personalities of the monsters a bit to help grab their interest. It seemed to work.
- New players need a chance to show off and learn their iconic skills. Have a trap or two in there for the rogues. Have some undead for the cleric. Give them the opportunity to see what makes their class's particular skill set shine.
- New players need to be exposed to the iconic tropes. Ten foot poles, damn it. Pit traps. A trick or trap that makes them think out the (quick) solution. The opportunity to bluff the foe to gain an advantage. These are things that I think helps define the game for all new players, and any introductory experience should include them.
Anyways, running this game was incredibly fun. I'd run more of these in a heartbeat. Anyone else run or play this at any point? What have you run into when teaching the game?
Here's what I took away from it.
- There is tremendous value in teaching someone 4e in a group with all new players. This was a little bit of a surprise to me, but there's no question. Not only was everyone comfortable asking questions without looking stupid, each new person's question would help everyone else.
- Good habits get started early. Rolling all the dice together to speed up combat; talking about good general strategy when figuring out what power to use when; encouraging role playing within the party; the usefulness of focused fire and how to tactically move foes; having people describe what their powers look like, not just what's on the card; encouraging page 42 actions outside of the power cards; keeping people focused on the initiative order. I tried to hit each of these so they wouldn't be a surprise later.
- Take the time to go through how powers are organized. This was a big deal. I walked through each line of a power, using examples. I also stopped later on and consulted on how a power might work, or what might be most useful at any given time. That made the rest of the game really easy.
- Don't explain rules before you need to. Other than explaining the bits of the character sheet, using examples, don't tell the players rules until they come up in the game. It helps prevents information overload.
- Take a bathroom break halfway through. There were a lot of relieved faces! Apparently a few folks hadn't wanted to be rude and excuse themselves.
- Customized character sheets help tremendously. The starting sheets are great. Everything is figured in, and they made it easy to avoid confusion. The only trade off is that I needed to explain how attack bonuses were figured.
- Play a little bit fast and loose with the rules if it means not being boring. The fighter asked "Does the +3 damage from power attack apply to my cleave damage?" I answered "I'm not sure, but I'm going to say yes. In a regular campaign I'd either look it up right now if it was a quick question or a game-breaker, or I'd make a temporary ruling and then check the actual rules after the game. I don't want to take the time right now, so I'll make a call and we'll run with that." The takeaway was "don't slow down the action for minor rules questions." That worked well.
- Teaching new players means showing them a little bit behind the curtain. Our game included exchanges like "That was a really good bluff. Problem is, he rolled a natural 20 on his Insight check, but your characters don't know that. 'Come on in!' he cries out. You're pretty sure he totally believes you." Or "you have a couple choices of targets. I already explained how minions work. Going after the minion is good because they can gang up on you, and they're really fun to take down quickly, but the wizard's great at that. You could also go after this shaman guy, as he's already pretty hurt and you're better off taking down a single target instead of damaging a lot of people for a little bit of damage at once. That's what smart bad guys are going to do to you, too."
- The beginner set's default starting adventure is, frankly, pretty damn boring. Standard dungeon delve format (which I do like!) with a paper-thin, boring framing story. No role playing with NPCs to make people care about the town they're saving. Predictable monsters with (and this is the true sin) no style. Your first dungeon crawl should never feel pedestrian. I ended up keeping the monster stats and customizing the look, feel and personalities of the monsters a bit to help grab their interest. It seemed to work.
- New players need a chance to show off and learn their iconic skills. Have a trap or two in there for the rogues. Have some undead for the cleric. Give them the opportunity to see what makes their class's particular skill set shine.
- New players need to be exposed to the iconic tropes. Ten foot poles, damn it. Pit traps. A trick or trap that makes them think out the (quick) solution. The opportunity to bluff the foe to gain an advantage. These are things that I think helps define the game for all new players, and any introductory experience should include them.
Anyways, running this game was incredibly fun. I'd run more of these in a heartbeat. Anyone else run or play this at any point? What have you run into when teaching the game?
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