innerdude
Legend
On a whim, I brought my Pathfinder Core Rulebook, Bestiary, and Golarion Campaign Setting with me on vacation to visit my sister and her family this weekend. I have a 13-year-old nephew that I’d been itching to introduce to “proper roleplaying” for some time, and I knew my brother-in-law had been an “old school” D&D player back in the day, even though he hadn’t played in 20 years (apparently I didn’t realize quite how “old school” he actually was. He showed me today ORIGINAL COPIES of the 1st Edition DMG and Monster Manual, a 1981 AD&D Player’s Handbook, and a real, original copy of “Keep on the Borderlands.” Any guesses on what these items might fetch on eBay at the moment?).
In any case, even though I am a long-time 3.x player, my GM experience is actually fairly minimal, so I worried about making a good impression on my nephew. Trusting to Paizo’s free “Hollow’s Last Hope” module for 1st-level players, I set my sights on providing some “old school” fun for my brother-in-law, while hopefully hooking my nephew in the process.
And what a blast we had.
In three hours, we only really had time to create characters, and get them up to the Timber Camp in the module, but by the end of the session, my nephew was literally BEGGING to keep going, and for the next several hours, all he could talk about was, “Are we going to play Pathfinder again tomorrow? You’re not leaving early are you? We have time to play again, right?”
And after some initial “ramping up” to some of the new rules, my brother-in-law said at the end, “This brings back sooo many memories. Thanks for the fun time!”
So mission accomplished there!
However, I did want to share a few comments, and get some feedback from other players/GMs about helping ease in new players.
So, overall, a great session.
That being said, what are some other things GMs have done to help “ease in” new players to their games?
In any case, even though I am a long-time 3.x player, my GM experience is actually fairly minimal, so I worried about making a good impression on my nephew. Trusting to Paizo’s free “Hollow’s Last Hope” module for 1st-level players, I set my sights on providing some “old school” fun for my brother-in-law, while hopefully hooking my nephew in the process.
And what a blast we had.
In three hours, we only really had time to create characters, and get them up to the Timber Camp in the module, but by the end of the session, my nephew was literally BEGGING to keep going, and for the next several hours, all he could talk about was, “Are we going to play Pathfinder again tomorrow? You’re not leaving early are you? We have time to play again, right?”
And after some initial “ramping up” to some of the new rules, my brother-in-law said at the end, “This brings back sooo many memories. Thanks for the fun time!”
So mission accomplished there!
However, I did want to share a few comments, and get some feedback from other players/GMs about helping ease in new players.
- I realize now what people say when D&D 3.x / PF is more “complex” than other/earlier systems. My bro-in-law commented several times about it (Skills? Feats? Weapon proficiencies?). In comparing 1e and PF, even though the “core” of the system is the same, there’s just a lot of layers of “stuff” that 1e doesn’t have.
- I realize now as well why people talk about wanting to streamline character creation. If creating my nephew’s 1st-level Dwarf fighter had taken literally 2 minutes longer than the 40 minutes we spent, I think he would have bailed before even giving it a chance. EVERY PLAYER’S HANDBOOK out there, regardless of system, needs to have a small checklist for creating a new character, just with reminders for all of the little things that a new player has no idea that they should do, as well as to remind a fledgling GM how to aid said player.
- My bro-in-law was much more forgiving in creating his 1st-level monk. In my mind, this seemed to support the general idea that the 1e to 3e jump is still in the 75th percentile of compatibility.
- We didn’t use minis at all in the three hours, even though I had battlemats ready to use if necessary.
- They had a fun, interesting encounter with two informants from the Timber Camp (an encounter added on the fly by me, the GM, with some serious rules “hand waving”).
- The Pathfinder Combat Maneuver system was AWESOME (watching a monk grapple another unarmed foe was a BREEZE mechanically).
- For a freebie, “Hollow’s Last Hope” is a fun, easy-to-incorporate 1st level adventure. The plot hooks are ample to get the characters moving, but I never felt like I couldn’t take things in other directions if needed.
So, overall, a great session.
That being said, what are some other things GMs have done to help “ease in” new players to their games?