Help with introducing rpgs to new players

ShadowX

First Post
Well I recently started DMing a game with 4 players. Only one of the players is acquainted with the d20 system, the other 3 are completely new to RPG's in general. The problem is the rules. As I went through character creation they were bored to tears. I also had the unfortunate balancing act of giving them the choice of what character they wanted to play and making sure they didn't die from a stubbed toe. Now once the game began they were much more interested in the whole thing.

The dilemma comes in how to approach them about learning the rules more thoroughly. Only one of the new players is likely to read the PHB and that leaves 2 players with no prospects for future improvement. Do I push rules to the background? Do I help them develop their characters mechanically all the time? So has anyone else dealt with this situation? I don't want to try to stuff the rules down their throats.
 

log in or register to remove this ad

It may not be what everyone else agrees with - but have them draw from an inspirational source. Getting a character out of a new player can be difficult (and I have been horrible enough just to force someone to play a cleric, but we were desperate!) and encouraging it is the first step to getting them on par with everything.

Take something they like from film/literature and then explain it in terms of the rules. Hopefully from there they will become more interested in how certain attacks/skills/spells work within the game. Tell them that they can fly, but it will only last so long and they need to be a wizard, then go on to explain how you would go about getting that spell etc...

Starting with concepts is the way to go IMO. Attacks/Spells/Skills are the things that need learning. Stuff like experience and multiclassing rules and all those other little things can come up later. A practice arena-style fight wouldn't hurt would it? Then an introductory adventure with a bit of everything (especially good if you can make them use a unique ability each).
 

Gradually build up to it. Maybe even design encounters to teach them a specific rule each (basics of combat, surprise round, grappling, common spells,...).

I suppose they are low level? Because a mid-to-high level group of PCs played by newbies is going to bog down play a lot, I'm afraid. Too many options and stuff...
 

Newbies...

You are absolutely right, "don't want to try to stuff the rules down their throats." Play the session at least once without using dice or a character sheet. All of their actions (attack, climb, etc) will be a success, they will still take damage but only bruised not in real danger.

The biggest problem I find, is that new players don't know what they can do and are overwhelmed by their choices. They can learn the feel of the game, and at any given point, think about it not in terms of the dice or the mechanics, but story.

Once this is done, introduce basic game elements such as attack rolls, hp, dmg and saving throws. Rather than use a standard character sheet, have them write out these few elements that they need on a sheet of paper. Next session, go with skills and feats. At this point, you can use a standard character sheet. Have everything be very simple, and straightforward, as the thing you should bring in next is with like facing, AoO, etc...

After all of this, then tell them to read the player'shandbook to learn about the core races and classes. This is all just detail, as long as they learn the basic elements, the rest will come relatively easy.

Game On!
dren
 

I haven't had to deal with new players in a long time -- well before 3e. But as I recall, new players tend to want to jump into the action, not into the details.

As you discovered, they were bored by character creation but enjoyed the play. Since they don't understand what the characters do, it's hard for them to get invested in creating a character. To introduce new players, I used to keep a portfolio of rough pre-gens on hand; enough different ones to satisfy just about all tastes. There would be room for some customization, usually in areas that the player could easily grasp even if they'd never played -- like weapons.

Jump into the game and explain the rules as they come up, and avoid the jargon. (Initiative: "This roll is to see who goes first; it's based partly on how quick and nimble you are.")

I never had any qualms about coaching first-timers a little -- or a lot if it was the whole table. ("This might be a good time to use that spell.")

At a table of new players, you'll do a lot of stuff as a DM that you would never consider doing normally. You're handling stuff they should be responsible for, giving them extra hints, etc. This is all OK in my book if it brings them back to the table for the next session. You can wean them off your support -- but only if they're still playing.

I ran a campaign for a year with a group that never cracked open a PHB for anything more than spells and levels. They never read it and they still played well. Most importantly they had a hell of a lot of fun!

CZ
 

I don't really feel D&D 3 is a good introduction to RPGs for two reasons. First, there are a lot of fiddly rules. While they may seem second nature to a veteran, the mass of character options and the array of effects these options bring to a game is quite vast.

Secondly, and in some ways I feel more importantly, D&D 3 doesn't really provide a 'hook' for new gamers. Despite the various debates as to the genre inspirations of D&D, it has in many ways developed into its own genre due to the assimilation of many different influences. It may be better to go with something that has a recognizable setting - either something like Star Wars, where most people have a sense of the universe, or Call of Cthulhu, where the world is at least partly familiar.

I always give the highest recommendation to the BRP version of Call of Cthulhu. I have found that new players consistently prefer its simplicity and setting familiarity (even those who don't know Lovecraft for beans) over D&D. Even if it isn't your personal cup of tea, I think it is at least a superior introdction to RPGs, since it is "How to Host A Murder", "CSI", and "The Ring" mized into one. The cultural references are easy to grasp and the mystery/investigative format keeps rules by the wayside.
 

I find the opposite - 3e D&D is extremely simple to introduce new characters to, but Call of Cthulhu is extremely difficult, second probably in difficulty of introduction as to Mage: The Ascension. Call of Cthulhu is pretty modern & familiar, but everything in the game is warped & bizarre. That, & most people who *know* about RPGs & are interested in them usually look at the combat rules before anything, & CoC is definetely not a combat oriented game.
 

Thanks for the help. We are playing low level characters as that keeps the options much simpler. I did draw from fantasy media as I described the game, most of us are avid fantasy readers so it was not hard. I also basically stated that they could do anything they wanted, but I think it will take a few sessions before this really sinks in. I think I will just have to slowly integrate the rules, basic concepts first and when they get comfortable introduce some of the grittier things.
 

Remove ads

Top