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Easing in a rules-shy player.
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<blockquote data-quote="Umbran" data-source="post: 1508914" data-attributes="member: 177"><p>Not to be blunt, but frequently enough, the question isn't that simple <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> Whether or not it is too much to ask does not tell us whether, having learned the rules, she will be comfortable or facile with them.</p><p></p><p>I submit for your perusal <a href="http://www.seankreynolds.com/rpgfiles/gaming/BreakdownOfRPGPlayers.html" target="_blank">this article by Sean K Reynolds</a>.</p><p></p><p>Now, Mr. Reynolds is talking about what people like to do. RPGs have many facets, and different people are interested in different facets. But it also seems to follow that there shold be different skills associated with those facets. </p><p></p><p>To simplify for the case at hand - role playing games can be divided into playing a game (fiddling with the rules to gain advantage) and playing a role (acting and storytelling). And those skills are perhaps not strongly related. A player can be good at one but not the other.</p><p></p><p>So, we've got a player who is really good at the role-play aspects, and does not like the rules-aspect. In addition, she doesn't feel she's good at the rules aspect, and feels a bit insecure about it. If she's tossed in with a bunch of gear-head players, she may be worried about being an effective and useful member of the party.</p><p></p><p>The usual simple solution is that perhaps a rules-heavy game isn't the best thing for her. However, gaming is a social event as much as anyting else. If this is a bunch of friends and all the others want to play AU, then perhaps some work shoring up her weak areas can yield a great game for everyone.</p><p></p><p>The bookkeeping aid is a good idea, and the cards and beads might work well. But they also constitute physical objects that can get knocked off the table, or otherwise get in a confusing jumble. You can also make up a paper alternative - give her a list of the spells she can prepare. Then a piece of paper with one section giving her lines for her spells per level she can prepare to fill in. The other section is check boxes for spell slots used per day. Properly laid out, it can be pretty intuitive.</p><p></p><p>Other things you can do...</p><p></p><p>Start at low level, and don't push for quick advancement. At low level, the character doesn't have that many options, and failing to use some of them generally won't hamstring her character. It is quite possible to take a 1st level D&D party from 1st to 2nd level in a single session. You should avoid the temptation to do that. The rules-shy player may need more time to get used to basics before moving on to more advanced possibilities.</p><p></p><p>In initial sessions, accentuate the basics. If the player is leery of the spells known/prepared/cast mechanic, make sure there's an unambiguous place to practice it. You can telegraph, "You will be going dungeon crawling tomorrow, you might want to prepare different spells". </p><p></p><p>If a player is insecure in one area, make sure she has chances to shine in areas she's strong. If she's a strong role-player, make sure that there's situation in which the rules aren't nearly as important as role-playing.</p><p></p><p>A good role-player should know the difference between character knowledge and player knowledge. Use that to her advantage. Every character can be fed certain simple information like, "Your character would know that if she moved 5 feet to the left, she can get a flanking bonus on her attack. You can do so at no penalty, if you wish." Or, "The nearby ruined wall would priovide you with good cover from the archers." If the player has spare skill points, and the character is the right type to take them, make sure to allow her to use appropriate Knowledge skills to get more subtle hints. You might just assume that any time the player misses an option that would be obvious to her if she were Taking 10 on the appropriate Knowledge check, a hint would be in order.</p><p></p><p>It is good to give a rules-shy player options and present them with rules-choices to make. However, don't swamp them with too many at one time. That'll leave her feeling confused and awash in a sea of things she's already apprehansive about. Avoid the, "Well, you can full-attack, single attack, or you might try to disarm or sunder the opponent's weapon, or you could back off and cast a spell..." To start with, keep suggestions limited to a couple options that are clearly reasonable and useful. </p><p></p><p>If you're looking for answers really specific to AU mechanics, this forum is a good place for this. I don't think you'd be out of line to post something like this in General, where it'd get more responses that are less system-specific.</p></blockquote><p></p>
[QUOTE="Umbran, post: 1508914, member: 177"] Not to be blunt, but frequently enough, the question isn't that simple :) Whether or not it is too much to ask does not tell us whether, having learned the rules, she will be comfortable or facile with them. I submit for your perusal [url=http://www.seankreynolds.com/rpgfiles/gaming/BreakdownOfRPGPlayers.html]this article by Sean K Reynolds[/url]. Now, Mr. Reynolds is talking about what people like to do. RPGs have many facets, and different people are interested in different facets. But it also seems to follow that there shold be different skills associated with those facets. To simplify for the case at hand - role playing games can be divided into playing a game (fiddling with the rules to gain advantage) and playing a role (acting and storytelling). And those skills are perhaps not strongly related. A player can be good at one but not the other. So, we've got a player who is really good at the role-play aspects, and does not like the rules-aspect. In addition, she doesn't feel she's good at the rules aspect, and feels a bit insecure about it. If she's tossed in with a bunch of gear-head players, she may be worried about being an effective and useful member of the party. The usual simple solution is that perhaps a rules-heavy game isn't the best thing for her. However, gaming is a social event as much as anyting else. If this is a bunch of friends and all the others want to play AU, then perhaps some work shoring up her weak areas can yield a great game for everyone. The bookkeeping aid is a good idea, and the cards and beads might work well. But they also constitute physical objects that can get knocked off the table, or otherwise get in a confusing jumble. You can also make up a paper alternative - give her a list of the spells she can prepare. Then a piece of paper with one section giving her lines for her spells per level she can prepare to fill in. The other section is check boxes for spell slots used per day. Properly laid out, it can be pretty intuitive. Other things you can do... Start at low level, and don't push for quick advancement. At low level, the character doesn't have that many options, and failing to use some of them generally won't hamstring her character. It is quite possible to take a 1st level D&D party from 1st to 2nd level in a single session. You should avoid the temptation to do that. The rules-shy player may need more time to get used to basics before moving on to more advanced possibilities. In initial sessions, accentuate the basics. If the player is leery of the spells known/prepared/cast mechanic, make sure there's an unambiguous place to practice it. You can telegraph, "You will be going dungeon crawling tomorrow, you might want to prepare different spells". If a player is insecure in one area, make sure she has chances to shine in areas she's strong. If she's a strong role-player, make sure that there's situation in which the rules aren't nearly as important as role-playing. A good role-player should know the difference between character knowledge and player knowledge. Use that to her advantage. Every character can be fed certain simple information like, "Your character would know that if she moved 5 feet to the left, she can get a flanking bonus on her attack. You can do so at no penalty, if you wish." Or, "The nearby ruined wall would priovide you with good cover from the archers." If the player has spare skill points, and the character is the right type to take them, make sure to allow her to use appropriate Knowledge skills to get more subtle hints. You might just assume that any time the player misses an option that would be obvious to her if she were Taking 10 on the appropriate Knowledge check, a hint would be in order. It is good to give a rules-shy player options and present them with rules-choices to make. However, don't swamp them with too many at one time. That'll leave her feeling confused and awash in a sea of things she's already apprehansive about. Avoid the, "Well, you can full-attack, single attack, or you might try to disarm or sunder the opponent's weapon, or you could back off and cast a spell..." To start with, keep suggestions limited to a couple options that are clearly reasonable and useful. If you're looking for answers really specific to AU mechanics, this forum is a good place for this. I don't think you'd be out of line to post something like this in General, where it'd get more responses that are less system-specific. [/QUOTE]
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