RenleyRenfield
Explorer
Situation: You bought a new ttrpg because neato. But it is a generally new setting, lore, and game that is uncommon so you are a little or a lot unfamiliar with what its like to play.
(This could be from a wholly strange setting, no humans or humanoids to play as, strange magic concepts, or some other such thing - whatever this means to you. Just a general setup of 'unfamiliar' so you can't rely on your knowledge from D&D or Vampire or Star Trek and such... )
Question: What do you need to jump in and quickly find your fun in this supposed new game?
- Are Classes needed? (these are things that the game designer assumed were the most common activities in game, kinda like how D&D has fighter, wizard, rogue as its core since those are very common activities
- Are Archetypes needed? (these are things that highlight the theme of the game, not the actual gameplay. Like vampire clans, where they have a theme to them 'Brujah anarch poet", but the player gets to truly customize their skills and powers, so could end up being "Brujah leader manipulator".
- Are Villains needed? (These are really obvious enemies that you pretty much are aware of from the get go. And they are always in opposition to your character, maybe can be bargained with, but usually just want to kill your character. Kinda like evil Liches, necromancer lords, demon dukes of hell, general hunters of your character types, etc etc etc)
- Are metaplots needed? (These are events or general situations in a game that force the group and GM to play into the game's own plots. Kinda like Lord of the Rings get rid of the ring, or wrath of the lich king invasions, or vampire's Camarilla and their masquerade rules, etc etc)
EDIT: along with any ideas you have, feel free to rank the value of above items on scale of 1 to 10
(This could be from a wholly strange setting, no humans or humanoids to play as, strange magic concepts, or some other such thing - whatever this means to you. Just a general setup of 'unfamiliar' so you can't rely on your knowledge from D&D or Vampire or Star Trek and such... )
Question: What do you need to jump in and quickly find your fun in this supposed new game?
- Are Classes needed? (these are things that the game designer assumed were the most common activities in game, kinda like how D&D has fighter, wizard, rogue as its core since those are very common activities
- Are Archetypes needed? (these are things that highlight the theme of the game, not the actual gameplay. Like vampire clans, where they have a theme to them 'Brujah anarch poet", but the player gets to truly customize their skills and powers, so could end up being "Brujah leader manipulator".
- Are Villains needed? (These are really obvious enemies that you pretty much are aware of from the get go. And they are always in opposition to your character, maybe can be bargained with, but usually just want to kill your character. Kinda like evil Liches, necromancer lords, demon dukes of hell, general hunters of your character types, etc etc etc)
- Are metaplots needed? (These are events or general situations in a game that force the group and GM to play into the game's own plots. Kinda like Lord of the Rings get rid of the ring, or wrath of the lich king invasions, or vampire's Camarilla and their masquerade rules, etc etc)
EDIT: along with any ideas you have, feel free to rank the value of above items on scale of 1 to 10