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Banishing "Sacred Cows"
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<blockquote data-quote="Storminator" data-source="post: 300480" data-attributes="member: 305"><p>I've got a whole gaggle of new players (and no experienced players to balance them out) and I must say what they want are dungeons, classes, levels and hitpoints!</p><p></p><p>The dungeon is an RP "safe zone." Almost everything you meet is an enemy, there are only so many ways to go, only so many different decisions to make, and you get to put your minis in a row and roll dice. It's easy. Some say dungeons are a crutch for starting DMs, I think they are a crutch for the players. I certainly don't need simplification, but my players got hammered in the city, and lost in the wilderness. Their relief when they found the dungeon was palpable.</p><p></p><p>And classes! They haven't played them all, or even close. Most of them have played one or two different classes. These aren't straightjackets yet, but unexplored paths. When the wizard died, he couldn't wait to roll up a fighter. The realization that the party is light on clerics (and what that means for a group of inexperienced dungeoncrawlers...) reordered their entire reality. Again, classes are easy on new players.</p><p></p><p>Levels! My god, levels! Not every player makes it every session, and the ones that come level faster. In the world of teenage boys, being a level ahead puts you in charge. I can't tell you how many arguments I've seen one with the statement "Because I'm third level!" No one wants to miss a game and fall behind.</p><p></p><p>And hp are magic. Having 'em, losing 'em, getting them back, it's all good for them. When to fight and when to run, decided by hitpoints.</p><p></p><p>Lets face it, the future of the game is the brand new players. Their game is a LOT different from the games of us old-timers. Classes, levels, hp and dungeons suck 'em in and bring 'em back. Sure, three or four campaigns from now they might want something different, but how many years and how many dollars later is that?</p><p></p><p>PS</p></blockquote><p></p>
[QUOTE="Storminator, post: 300480, member: 305"] I've got a whole gaggle of new players (and no experienced players to balance them out) and I must say what they want are dungeons, classes, levels and hitpoints! The dungeon is an RP "safe zone." Almost everything you meet is an enemy, there are only so many ways to go, only so many different decisions to make, and you get to put your minis in a row and roll dice. It's easy. Some say dungeons are a crutch for starting DMs, I think they are a crutch for the players. I certainly don't need simplification, but my players got hammered in the city, and lost in the wilderness. Their relief when they found the dungeon was palpable. And classes! They haven't played them all, or even close. Most of them have played one or two different classes. These aren't straightjackets yet, but unexplored paths. When the wizard died, he couldn't wait to roll up a fighter. The realization that the party is light on clerics (and what that means for a group of inexperienced dungeoncrawlers...) reordered their entire reality. Again, classes are easy on new players. Levels! My god, levels! Not every player makes it every session, and the ones that come level faster. In the world of teenage boys, being a level ahead puts you in charge. I can't tell you how many arguments I've seen one with the statement "Because I'm third level!" No one wants to miss a game and fall behind. And hp are magic. Having 'em, losing 'em, getting them back, it's all good for them. When to fight and when to run, decided by hitpoints. Lets face it, the future of the game is the brand new players. Their game is a LOT different from the games of us old-timers. Classes, levels, hp and dungeons suck 'em in and bring 'em back. Sure, three or four campaigns from now they might want something different, but how many years and how many dollars later is that? PS [/QUOTE]
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