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Getting parents to play D&D
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<blockquote data-quote="I'm A Banana" data-source="post: 158822" data-attributes="member: 2067"><p>This is a single, great peice of advice that I've discovered when getting people involved:</p><p></p><p>~*!!!<strong>create their characters for them</strong>!!!*~</p><p></p><p>Part of the overwhelming nature of D&D is the many options that can easily overwhelm people. Creating a character sheet for each character allows you to specifically tell them, during play, "Roll a melee attack roll. A melee attack roll is a 20-sided-dice, plus the number in parenthasees after your strength, plus your base attack bonus. You can find your BAB on line 3, 4th column, under "class features." Also, because you all have masterwork weapons, add another +1. Masterwork weapons add +1 to that." or something like that (you could even put the total melee and ranged attack bonuses in big boxes and tell them to look there). Simplify, simplify, simplify.</p><p></p><p>Also, if your dad hates fantasy, you want to play that down. Your enemies shouldn't be exotic creatures and wierd beings with occult magical powers. They should be normal people, with understandable motives. Use mostly human enemies. Try to avoid spellcasters. Avoid flash-bang effects, and focus on more mundane things. Even in D&D, you can echo the Real World. Include a plot to blow up some important figure in the town of the PC's, and have them try to save the day. If you want to twist it, make it so that the figure they are going to save the day from is actually the bad guy, in the end. <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=":)" /></p><p></p><p>Look to popular books or TV shows. You could even make it sitcom-esque. But instead of Phoebe getting pregnant, one of the PC's starts experiencing visions of destruction, and feels the need to prevent them.</p><p></p><p>Also, when making the characters, if they don't specify what they want, make a selection. Put emphasis on personality and motives, not on mechanics. When you hand out character sheets, tell them to "pick a character whose personality appeals to you." That way, there is a link to all the weird stuff they might do.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 158822, member: 2067"] This is a single, great peice of advice that I've discovered when getting people involved: ~*!!![b]create their characters for them[/b]!!!*~ Part of the overwhelming nature of D&D is the many options that can easily overwhelm people. Creating a character sheet for each character allows you to specifically tell them, during play, "Roll a melee attack roll. A melee attack roll is a 20-sided-dice, plus the number in parenthasees after your strength, plus your base attack bonus. You can find your BAB on line 3, 4th column, under "class features." Also, because you all have masterwork weapons, add another +1. Masterwork weapons add +1 to that." or something like that (you could even put the total melee and ranged attack bonuses in big boxes and tell them to look there). Simplify, simplify, simplify. Also, if your dad hates fantasy, you want to play that down. Your enemies shouldn't be exotic creatures and wierd beings with occult magical powers. They should be normal people, with understandable motives. Use mostly human enemies. Try to avoid spellcasters. Avoid flash-bang effects, and focus on more mundane things. Even in D&D, you can echo the Real World. Include a plot to blow up some important figure in the town of the PC's, and have them try to save the day. If you want to twist it, make it so that the figure they are going to save the day from is actually the bad guy, in the end. :) Look to popular books or TV shows. You could even make it sitcom-esque. But instead of Phoebe getting pregnant, one of the PC's starts experiencing visions of destruction, and feels the need to prevent them. Also, when making the characters, if they don't specify what they want, make a selection. Put emphasis on personality and motives, not on mechanics. When you hand out character sheets, tell them to "pick a character whose personality appeals to you." That way, there is a link to all the weird stuff they might do. [/QUOTE]
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