bouncyhead
Explorer
I've had to do this a few times and I've discovered that the quickest way to make progress is to ditch the whole elves thing and explain the concept in terms that are easier to grasp for the non fantasy-literate. I still find this easier, even since LotR.
The example I tend to use is the A-Team: A bunch of characters with different attributes, strengths, skills etc. get involved in adventures, mysteries and Blowing Stuff Up.
'If a group of us were to play the A-Team Game, I would give each player one of the A-Team to control (you can be Murdock. No? Which one do you want to be? Hannibal? OK.) and I would be everyone else - everyone the A-Team meets, fights, outwits and rescues. The game would probably start with me saying something like: 'You're still on the run, as you are every week. You're in a diner in the middle of nowhere. It's a rainy Tuesday in November. Out in the car park you see a young local guy pulled from his car by a couple of heavies. They start laying into him. What do you do?'.'
This tends to get the character/choice/story concept over OK. Then I get into: 'If you run out into the car park and take a swing at one of the heavies, who's to say whether or not you hit or miss? Roleplaying games tend to give a number, score, rating or whatever to tell you how good your character is at different things. Let's try it with Hannibal - on a scale of 1 to 6, how good do you think he is at fist-fighting?'
That's a pretty good start point for an explanation of rules, dice, resolution etc..
Then you just have to get Hannibal to grow his ears a little and you're away.
The example I tend to use is the A-Team: A bunch of characters with different attributes, strengths, skills etc. get involved in adventures, mysteries and Blowing Stuff Up.
'If a group of us were to play the A-Team Game, I would give each player one of the A-Team to control (you can be Murdock. No? Which one do you want to be? Hannibal? OK.) and I would be everyone else - everyone the A-Team meets, fights, outwits and rescues. The game would probably start with me saying something like: 'You're still on the run, as you are every week. You're in a diner in the middle of nowhere. It's a rainy Tuesday in November. Out in the car park you see a young local guy pulled from his car by a couple of heavies. They start laying into him. What do you do?'.'
This tends to get the character/choice/story concept over OK. Then I get into: 'If you run out into the car park and take a swing at one of the heavies, who's to say whether or not you hit or miss? Roleplaying games tend to give a number, score, rating or whatever to tell you how good your character is at different things. Let's try it with Hannibal - on a scale of 1 to 6, how good do you think he is at fist-fighting?'
That's a pretty good start point for an explanation of rules, dice, resolution etc..
Then you just have to get Hannibal to grow his ears a little and you're away.
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