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<blockquote data-quote="Greenfield" data-source="post: 5973426" data-attributes="member: 6669384"><p>Bringing a new player into a game group can be an interesting experience. Many of our house rules become so ingrained that we might forget that they are house rules.</p><p></p><p>In your situation, I'd take a little time to think about them, all the aspects of game play that "go without saying". </p><p></p><p>Then talk to that game, and say them.</p><p></p><p>Explain that, at a minimum, players need to notify the DM when they're adding items, feats, etc., so they can be planned for.</p><p></p><p>Then go over whatever rules you have for buying or selling magic items or other gear. Let the player ask questions, and make sure that your answers are consistent and fair, and wouldn't leave the other players scratching their heads.</p><p></p><p>One good idea would be to find out from him how his old DM ran things, so you can spot the differences. He obviously ran a different style of game than you do, so look for those differences. Ask questions, and be careful not to make them a challenge to his style, just a search for information.</p><p></p><p>We had a player drop in once, with the stated intent of joining up long term. He found out that we didn't hand-wave skill checks, played by the rules that said you had to be a spell caster to actually make anything with Craft- Alchemy, and weren't a good group to play PVP in. He never came back.</p><p></p><p>He wasn't a bad player, and it's not like we were mean to him, but it was a culture clash for both of us, a square peg in a round hole kind of thing. He didn't fit, and he wouldn't fit until one of us changed. We didn't, he wouldn't, end of story.</p></blockquote><p></p>
[QUOTE="Greenfield, post: 5973426, member: 6669384"] Bringing a new player into a game group can be an interesting experience. Many of our house rules become so ingrained that we might forget that they are house rules. In your situation, I'd take a little time to think about them, all the aspects of game play that "go without saying". Then talk to that game, and say them. Explain that, at a minimum, players need to notify the DM when they're adding items, feats, etc., so they can be planned for. Then go over whatever rules you have for buying or selling magic items or other gear. Let the player ask questions, and make sure that your answers are consistent and fair, and wouldn't leave the other players scratching their heads. One good idea would be to find out from him how his old DM ran things, so you can spot the differences. He obviously ran a different style of game than you do, so look for those differences. Ask questions, and be careful not to make them a challenge to his style, just a search for information. We had a player drop in once, with the stated intent of joining up long term. He found out that we didn't hand-wave skill checks, played by the rules that said you had to be a spell caster to actually make anything with Craft- Alchemy, and weren't a good group to play PVP in. He never came back. He wasn't a bad player, and it's not like we were mean to him, but it was a culture clash for both of us, a square peg in a round hole kind of thing. He didn't fit, and he wouldn't fit until one of us changed. We didn't, he wouldn't, end of story. [/QUOTE]
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