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AL Intro Pamphlet for Brand New Players
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<blockquote data-quote="DocSharpe" data-source="post: 6734817" data-attributes="member: 6677186"><p><strong><u>Edit (11/25/2015)</u></strong>: Since it looks like I've gotten most of the feedback I'm going to get, I wanted to share the completed pamphlet. I'll try to act as a custodian in case people have more ideas/feedback. The goal was to create something which can be handed to a new player (who shows up 5 minutes before game start), which gives them enough information to get started but lets them know there is more in the ALPG which is relevant. <em>(To be clear...it's not intended as a replacement for the ALPG)</em></p><p></p><p>The format was suggested as a bookmark, since it's something people might keep. I've set up the file so that it will be suitable for people who have access to double sided printing, and those who don't.</p><p></p><p><strong><u>Document Link</u></strong>: <a href="http://imgur.com/bqeLJ6V" target="_blank">http://imgur.com/bqeLJ6V</a></p><p></p><p></p><p></p><p></p><p><u><em><strong>Original Thread</strong></em></u>:</p><p></p><p>Has anyone created a good pamphlet about Adventurer's League. Something which lays out who we are, what the basic idea is, and the 5 (or so) things you need to know about playing with us? Yes, we've got the ALPG online, but the reality is that most casual players won't go online to get the Basic Rules, let alone the AL Players Guide, and having copies printed out is usually just a waste of paper. They're coming to a LGS to quickly jump in a game. Relying on the DM to convey the intro based on what they happen to know leads to a lot of variance in what new players are told. Especially since many people show up *right* at game start, and any time you have with a new player is usually getting them a pregen, and a DCI card. I have some players who still don't know (or pretend not to know) things like why they shouldn't have immediately tossed the DCI card we gave them in the trash, how dividing up magic items is supposed to be handled, or even what source material is allowed. For example, we had a player running an Eladrin "corsair" for three weeks before the DM realized it wasn't just flavor text on a high elf rogue. It led to a long argument about "How was he supposed to know the material from the DMG and his brother's home game wouldn't be allowed?", and how we should let him continue because he's already started. (Before you ask, no, we didn't let him) If no one has created something like this, I'd be willing to pull together people's ideas on what would be useful and draft something. I do believe it needs to be very light, and digestible at a glance.</p></blockquote><p></p>
[QUOTE="DocSharpe, post: 6734817, member: 6677186"] [B][U]Edit (11/25/2015)[/U][/B]: Since it looks like I've gotten most of the feedback I'm going to get, I wanted to share the completed pamphlet. I'll try to act as a custodian in case people have more ideas/feedback. The goal was to create something which can be handed to a new player (who shows up 5 minutes before game start), which gives them enough information to get started but lets them know there is more in the ALPG which is relevant. [I](To be clear...it's not intended as a replacement for the ALPG)[/I] The format was suggested as a bookmark, since it's something people might keep. I've set up the file so that it will be suitable for people who have access to double sided printing, and those who don't. [B][U]Document Link[/U][/B]: [url]http://imgur.com/bqeLJ6V[/url] [U][I][B]Original Thread[/B][/I][/U]: Has anyone created a good pamphlet about Adventurer's League. Something which lays out who we are, what the basic idea is, and the 5 (or so) things you need to know about playing with us? Yes, we've got the ALPG online, but the reality is that most casual players won't go online to get the Basic Rules, let alone the AL Players Guide, and having copies printed out is usually just a waste of paper. They're coming to a LGS to quickly jump in a game. Relying on the DM to convey the intro based on what they happen to know leads to a lot of variance in what new players are told. Especially since many people show up *right* at game start, and any time you have with a new player is usually getting them a pregen, and a DCI card. I have some players who still don't know (or pretend not to know) things like why they shouldn't have immediately tossed the DCI card we gave them in the trash, how dividing up magic items is supposed to be handled, or even what source material is allowed. For example, we had a player running an Eladrin "corsair" for three weeks before the DM realized it wasn't just flavor text on a high elf rogue. It led to a long argument about "How was he supposed to know the material from the DMG and his brother's home game wouldn't be allowed?", and how we should let him continue because he's already started. (Before you ask, no, we didn't let him) If no one has created something like this, I'd be willing to pull together people's ideas on what would be useful and draft something. I do believe it needs to be very light, and digestible at a glance. [/QUOTE]
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