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<blockquote data-quote="Gorgon Zee" data-source="post: 7994025" data-attributes="member: 75787"><p>If you want people to try a new system, you have to find the fun. Teaching rules, getting rid of ingrained concepts, all that stuff is beside the point. If you do not demonstrate why the new system is more fun is some way than the old system, you will not win people over. It’a up to you which find the thing to get people excited about, but that must be your main goal.</p><p></p><p>And it‘s not going to be easy, because D&D is a pretty good system that handles a variety of play styles well; so you really do need to work hard in those first few sessions to make people think “hey, that was pretty cool! i like D&D, but this might also be fun”</p><p></p><p>For me, Fate clicked for my players the first combat where they created advantages and used social ‘attacks’ as well as just physical attacks. That was something that D&D doesn’t do as well, and gave them a reason to keep playing. It’s why people love the CoC sanity rules and why that system never has problems winning converts — it’s immediately clear that it offers a fun Experience unlike D&D.</p><p></p><p>On the other hand, I’ve never had that experience with PbtA games. As a player, it always felt like I could be playing the same game using Fate rules to get the same sort of effect. </p><p></p><p>So if the system has great rules for X, or does X differently from D&D in a way that is fun, get to that first. Give people a reason to play a new system.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 7994025, member: 75787"] If you want people to try a new system, you have to find the fun. Teaching rules, getting rid of ingrained concepts, all that stuff is beside the point. If you do not demonstrate why the new system is more fun is some way than the old system, you will not win people over. It’a up to you which find the thing to get people excited about, but that must be your main goal. And it‘s not going to be easy, because D&D is a pretty good system that handles a variety of play styles well; so you really do need to work hard in those first few sessions to make people think “hey, that was pretty cool! i like D&D, but this might also be fun” For me, Fate clicked for my players the first combat where they created advantages and used social ‘attacks’ as well as just physical attacks. That was something that D&D doesn’t do as well, and gave them a reason to keep playing. It’s why people love the CoC sanity rules and why that system never has problems winning converts — it’s immediately clear that it offers a fun Experience unlike D&D. On the other hand, I’ve never had that experience with PbtA games. As a player, it always felt like I could be playing the same game using Fate rules to get the same sort of effect. So if the system has great rules for X, or does X differently from D&D in a way that is fun, get to that first. Give people a reason to play a new system. [/QUOTE]
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