Good game for mixed experienced/newbies?

Which one do you recommend, and why?


John Q. Mayhem

Explorer
me in the Tired of D20? thread said:
I've recently agreed to DM for a group of newbies, and made the horrible, horrible mistake of just hauling all my books over...now I've got one person wanting a hexblade, one champion of magic, a greenbond, a rogue, and a mage from EoM [R]. Stupid, stupid Ben...I'm going to have to tell them that their day making characters was wasted, and do something like core-only or WFRP v2, with its sweet, sweet randomness.

I'm trying to decide what system to use. 2 of the players have experience with AU/E, and are friends of mine; the other three are their friends, and not experienced with RPGs at all. I've narrowed it down to basically four options:

1: Straight D&D.

2: Grim Tales.

3: Warhammer Fantasy Roleplay.

4: AU/E.

Which ones do you like or not like? Any other good options? Please, help me!
 

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It really depends on the age and wants of the group. THough I do think Grim Tales and AE might have too much for beginners but if they are fast at getting things then even those games would be fine.

Now, if they are young kids I'd go with Meddling Kids. :D
 

Core books only. Seriously. I was in a similar situation when the group I'm running now started. In my group, everyone had played some kind of D&D but only 1 or 2 had a passing knowledge of 3ed. Start with core - there's enough to keep everyone busy for a while. Even though my group has been together for about a year now, we are just starting to get into the mid-levels and it's a whole new ballgame for them.
 

Straight up. GT and WH are tougher and less forgiving on newbie mistakes. AU isn't bad, but the spell system can be a little more complex. With straight DnD, you can gradually increase the complexity as the players learn, and it's more survivable and forgiving.
 

They're not too young. Mid-late teens, mostly.

The main allure of WFRP in this case is the character creation. For AU/E it's that my friends are experienced with it and like it, and for GT it's the simplicity of the classes. Core...Well, I'd probably modify it slightly; mostly removing the barbarian and wizard (possibly the bard, too), and making clerics spontaneous casters.
 

WFRP is a fun setting to GM or play in

It's just slightly higher tech than standard d20 settings, but unlike other slightly higher tech settings has lots of powerful magic.

Also, since its a different rules system than d20, that puts the experienced and inexperienced players on an even footing as far as rules knowledge goes.
 

I think core only is a good way to start with a mixed group. You can start pretty simply (but still options for the more experienced to have fun with) and then as everyone gets us to speed add in more options and such.
 

I say stick with core rules if he wants a straight Fantasy game. There's more than enough there to play with. AU has some interesting ideas and can be fun to play but I've found the core rules to be a bit more versatile.

But, if he wants to play dark fantasty go with Warhammer. Best gritty dark fantasy out there, IMHO. (although Midnight and Dark Sun come in as close seconds)

I haven't played Grim Tales so I can't say how it is. :(
 

I started D&D with a core 3.0 game. I'm thinking about going back to it. It really does offer all the options & complexity a group could ever want.
 

I'd say start the came with core books only. It's best if they're newbies that they learn the basics before getting into advance stuff. I'd start anywhere between 1st and 4th level. The great thing about 4th level is it is a couple levels off from most prestige's so it puts those special classes they want in perspective.

As for the guy who wanted some prestige's form EOM ...I've learned form experience the two systems do not mix for players.
 

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