Best way to teach 4e?

Rechan

Adventurer
I plan on starting a game soon with a new group. My preferred method of starting this game is to have a single session where everyone decides on the Campaign, creates their characters together, and does some fleshing out of their characters relationships, as well as the campaign world. A joint brainstorming session.

However. I've observed two things:

1) Players come to the first session wanting to play and roll dice. They want to get into the thick of it. A session of just talking, number crunching, and bouncing around ideas can really squander that initial enthusiasm.

2) As far as 4e is concerned, players who pick their powers before playing the game can be unhappy because they realize "Oh, that's what the power does?" Understanding the rules ahead of time (and seeing things in action) really helps them choose what they want.

So, is it better to just hand pre-gens to the PCs and get them to understand the game with a quick "Teaching Session", or should they go through the whole character/world creation session first, and then I teach?

I feel confident about teaching the rules, in and of themselves, but I'm wondering about the best encounters to showcase the system in those practice combats.
 

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To keep the interest, discard some of the actual mechanics. One thing I did for a table of new players is to allow open-book rules for powers. The players just picked a class and I allowed them to choose any at-will at any time, and to pick any encounter once per encounter and any daily they wanted to try once per day. This allowed them to test drive a lot of the powers that sounded cool to them and see if they actually were. After 2 sessions, I had them select their permanent powers. IMO, once they become familiar with the basics, it becomes easier for a player to guess how a particular power will play on the table as opposed to read in a book.
 

I generally try to get my players playing in the same x hours set aside for (primarily) chargen, etc. So, whatever I can prep, plan for, predict, I'll try to.

If that's not possible though (e.g., not enough spare hours for everyone) I guess the pregen option could work, with you having already figured out relationships, context, background, whatever - perhaps.

Certainly, starting play in the first session is a plus. But, it's not the be all end all. I've had plenty of good experiences (on both sides of the DM screen) where that hasn't happened.

Another thing is, try to carry as much of the rules weight as you can for the first session or two (or so). But you probably know that. Anyway, obviously, it means knowing the rules - that'll be used - really damn well. Second nature, kinda thing.

Oh, and I'd allow them to swap out their feats / powers - for their first PCs only though (IMO).
 
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Well, part of it depends on the group of people you're playing with.

A group of well experienced players may want one thing, where a group of novices may be best suited to something else.

And a mixed group may need a mixed approach.

You could try the desert island amnesiacs scenario, where not only have they been stranded, they've forgotten who they are. It can require a bit of off the cuff role-playing though.

And yes, combine it with the open-book playthrough option.
 

Here's what I recommend:

1) Your first session is designed to be a one off. Feel free to put it in the context of the campaign, but the characters are not the final characters, etc.

2) Throw a fairly heavy combat game since it is the major difference they will need to get used to.

3) Let them try a few different things and see what they like.


After the first session they will likely have not only a better understanding of the game, but also a better understanding of what they want to play. So when you start the first true session of the campaign, everyone will hopefully pick something they like. Of course, if someone wants to keep their character from the one shot, that's a bonus.


I have found both times in switching to new editions that sometimes people need to test drive a few classes to see what they like, so if you get that out of the way early on I think you'll have better results.
 

If that's not possible though (e.g., not enough spare hours for everyone) I guess the pregen option could work, with you having already figured out relationships, context, background, whatever - perhaps.
No no no. If I go the pregen route, I would:

Hand out pre-gens, run game.

THEN do the character creation session.

The pregens are purely for the purpose of teaching the rules in an immediate delve-style adventure. They'd be discarded as soon as the rules are taught.

Character Creation, for me, follows this method:

I present the campaigns I'd like to run. PCs vote on one, or they hash out something new they would like to play in via group consensus.

Once that's done, I give handouts - a description of all the classes and races, and let them decide on those. The reason for this is because I want to exclude some races/refluff some, and I want them to choose races for the story purposes. Once that's done, the actual characters are created. When it comes to creation, I plan on bending/re-writing some rules (for instance, if someone wants to play a Charismatic Swordmage, replace Int-based powers for Cha based powers). This may take a little time.

Then we handle backgrounds. I want players to help flesh out the setting. This includes fleshing out the campaign setting, creating things like Organizations, or adding more details to the map where the PCs come from. It can also include creating things like the PC's House or Clan or whathaveyou.

Then, each player write a novel for their character (three sentences detailing an adventure their character had before the game). Then they pass it to the person beside them, and that person writes in a single sentence how their character helped the PC. Then they pass it to the next guy. This way, eveyone's PC has a reason to know each other.

Doing all that, and then having a mini-session where I teach the rules, is likely too much, unless we have a nice six to eight hour block of time.

And yes, it looks like I'm going to have a mixed group. Two guys, at least, have the rulebooks and have been reading them, so I'm confident those guys at least have their stuff together. The rest, I don't think so.
 
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what i am about to say has sort of already been said but i'll say it anyway since it's still a little different

1) First session: Make it clear that it is just a session to get them familiar with the rules.
2) Have pregens of some archtypes (maybe even some extras like a big sword fighter or a sword and board fighter, etc)
3) Have everyone pick a pregen archtype and reemphasize that it is not their final character if they don't want it to be
4) Play through with the pregens and explain the rules as they come up
5) For the next session, people can make up their own PCs (or keep the pregens, possibly with tweaks if they want). Carry forward any XP gained from the first session, and keep it as the same campaign world as the first session.

Of course, it really all depends on the mentality of the people involved.. but the above is my 'generic' opinion.
 

1. Ask players for character concepts. Use what you know about the player to help brainstorming. If he/she has seen LoTR movies, than making elf or dwarf characters is a good idea.
2. You create characters. If you think 4E might be overwhelming, create simplified characters: only one at-will, no channel divinity except turn undead, only one wizard daily and avoid over-complicated powers.
3. Print out rule cheat-sheets. Now that Keep on the Shadowfell is free, you can use those.
4. Play game.
5. Let players change whatever they want about their character.
6. Hopefully, play again.

I did this, his concept my mechanics, for a new player in 3.5 coming into a level 7 or 8 game, who had last played 2E a decade earlier: worked great.
 

Also, any general tips about the first session's actual encounters? How to really emphasize the rules in a good way, and/or make it real exciting? I'm hoping to avoid 'ye olde goblins & kobolds', but I have the suspicion I might have to.
 

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