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She Kills Monsters: Help Wanted
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<blockquote data-quote="Kobold Stew" data-source="post: 7458930" data-attributes="member: 23484"><p>First off, read the play. You need to know what it is that the players need explained. Character immersion is more important than what-is-a-gelatinous-cube. It's a great read. (It was produced this past year at UBC, and was the best-attended show in recent memory.) But the play models one style of play, and that should be emulated. </p><p></p><p>Secondly, I would not start new players at level 5+. More than two attacks/round for some characters are not needed and will slow down what you need to accomplish. (I can see a case for level 5 so that Fireball is on the table, but I would still not go that high.)</p><p></p><p>Third, You won't complete a full adventure in the night -- going through characters, and hitting 5 rooms in a short dungeon crawl -- will give them what they need. </p><p></p><p>Fourth, let them make some character choices at the beginning of the session. Once you have made most of the characters, have a shortlist of spells for casters to choose from; let them pick the background of pregen characters and adjust the skills accordingly; etc. Let them have some buy-in, and see that these choices matter. (Stacking language choices so that the option to talk to at least some of their opponents will be possible.). </p><p></p><p>Five. Your goal is to get them enthusiastic. Their enthusiasm has to communicate after this to their actors. Let them swing from chandeliers, make a tough moral choice, work together to achieve a victory, etc. More than anything else, that would seem to be your job in this situation -- to show them that this is an exciting means of effective storytelling that can create drama and passion. </p><p></p><p>Have fun!</p></blockquote><p></p>
[QUOTE="Kobold Stew, post: 7458930, member: 23484"] First off, read the play. You need to know what it is that the players need explained. Character immersion is more important than what-is-a-gelatinous-cube. It's a great read. (It was produced this past year at UBC, and was the best-attended show in recent memory.) But the play models one style of play, and that should be emulated. Secondly, I would not start new players at level 5+. More than two attacks/round for some characters are not needed and will slow down what you need to accomplish. (I can see a case for level 5 so that Fireball is on the table, but I would still not go that high.) Third, You won't complete a full adventure in the night -- going through characters, and hitting 5 rooms in a short dungeon crawl -- will give them what they need. Fourth, let them make some character choices at the beginning of the session. Once you have made most of the characters, have a shortlist of spells for casters to choose from; let them pick the background of pregen characters and adjust the skills accordingly; etc. Let them have some buy-in, and see that these choices matter. (Stacking language choices so that the option to talk to at least some of their opponents will be possible.). Five. Your goal is to get them enthusiastic. Their enthusiasm has to communicate after this to their actors. Let them swing from chandeliers, make a tough moral choice, work together to achieve a victory, etc. More than anything else, that would seem to be your job in this situation -- to show them that this is an exciting means of effective storytelling that can create drama and passion. Have fun! [/QUOTE]
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