The player who took to it most readily in my group was the one who had the least amount of gaming experience.
This is so common it seems to be a general rule!
The player who took to it most readily in my group was the one who had the least amount of gaming experience.
I blame GURPS.I don’t think it helps that there’s a narrative out there that it’s hard work. Sure, some games might be. But a lot of games are very simple, and people being told repeatedly that it’s hard work feeds the belief that it is.
Was there a trick that helped them grasp Blades, or did you just use sustained bludgeoning?The player who took to it most readily in my group was the one who had the least amount of gaming experience. Only a few years to the decades of the others.
Was there a trick that helped them grasp Blades, or did you just use sustained bludgeoning?
Was there a trick that helped them grasp Blades, or did you just use sustained bludgeoning?
You've been lucky.Can‘t say ive seen much of that. I mean, I know of players who might grouse that an RPG handles things differently than D&D, but none have been tripped up by those differences in any major way. The closest I’ve seen was continued dissatisfaction with the way M&M handled iterative attacks from one player using automatic firearms and a super speedster.
To share my perspective, learning a new rules set is a lot like work because the rules arent what I enjoy about gaming. The rules are necessary, but what I enjoy are the stories, the characters, the fun of triumph and the frustration of getting set back, and all the goofing off that happens in between.I still don’t understand people who look at learning how to play a game like it’s work.
I can see what @hawkeyefan is talking about in relation to BitD. But that's not really applicable to DW or Apocalypse World, both of which allocate narrative responsibility in pretty traditional ways (in another recent thread I posted the less than 10% of AW moves that allow a player to take "narrative control").Is Dungeon World the game you're running? I can see people having some issues adapting to a PtbA style game. It's very different, and there is a lot more responsibility in the player, at least compared to a more passive D&D style player. They just arent used to playing to find out what happens.
You'll notice I said more passive players. PbtA has some built in mechanics that change the expectations of the players around what they should be doing, and what to expect as far as framing goes. Also, success with consequences is baked in. You certainly can play D&D in a similar fashion, you do and I do for example, but it's not baked in in quite the same way. So while it's true that "there is nothing about D&D that has to get in the way of that", I would also submit that there is very little that actively encourages it either.I can see what @hawkeyefan is talking about in relation to BitD. But that's not really applicable to DW or Apocalypse World, both of which allocate narrative responsibility in pretty traditional ways (in another recent thread I posted the less than 10% of AW moves that allow a player to take "narrative control").
A PbtA game requires the players to play proactively and follow the fiction, but there is nothing about D&D that has to get in the way of that. I was GMing D&D along those sorts of lines in the late 1980s!
Actually, can't say I've ever seen this problem, but if I were running such a game I'd tell them to buy the player rules for the game in question and read them. If they agree to play non-D&D games then I fully expect them to come to grips pretty quickly with how that game differs from D&D, mechanically, thematically, grammatically...If you've GMed other bloodlines of games, like Fate or Dungeon World (or Amber?), how did you help players break out of the D&D mindset?
...If you've learned a non-d20-style game as a PC while coming from a D&D background, did you have trouble avoiding old habits? What did you do to overcome them?