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General Tabletop Discussion
*TTRPGs General
Creating crossover between tabletop RPG and live-action crowds
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<blockquote data-quote="Umbran" data-source="post: 6227343" data-attributes="member: 177"><p>I'm not surprised. OWBN is designed for you to have a long-standing character. There'd be an expectation that the folks playing in the game had established characters, and likely established relationships. That can be a daunting social barrier for a new player, and probably seen as not worth the effort for a one-shot.</p><p></p><p>If you want to encourage crossover, your games (both tabletop and live-action) should probably be self-contained and stand alone, without folks bringing in established characters, or requiring the player to have much world or rules knowledge beforehand.</p><p></p><p></p><p></p><p>I think folks get into live-action games largely the same way as they get into tabletop - someone they know invites, educates, and brings them in. If you lack the established social connection, trying to encourage them to do something new when they already have a room full of stuff they already like can be difficult.</p><p></p><p>One possibility - get a couple of "horde-style" live action games. This construction is like most TV shows - there are a handful of central cast characters, and then a horde of extras. The cast play the same characters for the entire game, and the extras come in, play a role for ten minutes or half an hour or whatever, and then walk out again. Maybe they pick up a new horde character, or maybe they decide to wander off and do something else.</p><p></p><p>I've had some luck with occasionally wandering over to a room of tabletop players and saying, "Hey, folks! I need four people to play badass bikers causing trouble in a diner. It'll take like ten minutes. Any volunteers?" They get a really short taste of live-action play, with no real commitment to spend four or six hours at it.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6227343, member: 177"] I'm not surprised. OWBN is designed for you to have a long-standing character. There'd be an expectation that the folks playing in the game had established characters, and likely established relationships. That can be a daunting social barrier for a new player, and probably seen as not worth the effort for a one-shot. If you want to encourage crossover, your games (both tabletop and live-action) should probably be self-contained and stand alone, without folks bringing in established characters, or requiring the player to have much world or rules knowledge beforehand. I think folks get into live-action games largely the same way as they get into tabletop - someone they know invites, educates, and brings them in. If you lack the established social connection, trying to encourage them to do something new when they already have a room full of stuff they already like can be difficult. One possibility - get a couple of "horde-style" live action games. This construction is like most TV shows - there are a handful of central cast characters, and then a horde of extras. The cast play the same characters for the entire game, and the extras come in, play a role for ten minutes or half an hour or whatever, and then walk out again. Maybe they pick up a new horde character, or maybe they decide to wander off and do something else. I've had some luck with occasionally wandering over to a room of tabletop players and saying, "Hey, folks! I need four people to play badass bikers causing trouble in a diner. It'll take like ten minutes. Any volunteers?" They get a really short taste of live-action play, with no real commitment to spend four or six hours at it. [/QUOTE]
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Creating crossover between tabletop RPG and live-action crowds
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