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How do you ease girlfriend into gaming?
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<blockquote data-quote="Oryan77" data-source="post: 3538618" data-attributes="member: 18701"><p>I got my fiance into D&D and she's been playing for 4 years now. She doesn't even read fantasy novels or really care about fantasy movies. She just asked me about D&D and was curious about the roleplaying part.</p><p></p><p>Don't overwhelm her at all. Whenever I show any new player how to play D&D, I always start off with character creation first. I don't like just handing them a premaid character. I quickly show them the core races & classes and then ask them, "Which class did you think sounded the coolest?" Then I ask them, "If you played as that class, what race do you see that person as?" I don't even worry about whether or not that race works best for that class. New players don't care about balance issues. You want them to get into that character and showing them how their creation is underpowered compared to other options will only ruin their excitment about the game.</p><p></p><p>Then let them roll the dice to come up with ability scores. Rolling dice is more fun than just doing a point buy. It will give the player an idea of what to expect in the game (that dice will be rolled a lot for important things...and that's part of the fun).</p><p></p><p>Quickly show them the weapons & armor and let them pick a couple things from the list that can be used for their class. Depending on their class, ask them if they think it would be funner to do "this", or "that", or "maybe this" (you're referring to skills). Unless they tell you about a specific idea in mind about their character, I wouldn't even worry about feats. For spells, just ask them if they want to hurt people, make people do things, buff people, or what. Then quickly select a few spells for them to use.</p><p></p><p>Then jump right into the game. A solo session is good, but I think having 1 person for the new player to play with is better. They'll probably form a bond with that other player and if she joins the group, her character will probably buddy up with that players character and they'll have a closer relationship in the game and at the table. I definately wouldn't throw the new player in a average size group. That will intimidate her and make her worry too much about what she's doing with her character, "I don't want to cause your guys characters to die".</p><p></p><p>With my fiance, I ran Sunless Citadel and it worked great. She started off with 2 NPC sidekicks for about 2 sessions. Then another player joined us and I got rid of the 2 NPCs. Two sessions later I had a full group of 4 players playing with her.</p><p></p><p>After 1 session, she'll have a better idea about how to play and what D&D is all about. That's when I sit down with the new player again and we finalize the PC and make it all legit.</p><p></p><p>Never force them to read the PHB early on. Let them decide to read it on their own. Mainly, you want to make D&D seem easy and fun. It's really easy to overwhelm a player and you don't want to scare them away.</p></blockquote><p></p>
[QUOTE="Oryan77, post: 3538618, member: 18701"] I got my fiance into D&D and she's been playing for 4 years now. She doesn't even read fantasy novels or really care about fantasy movies. She just asked me about D&D and was curious about the roleplaying part. Don't overwhelm her at all. Whenever I show any new player how to play D&D, I always start off with character creation first. I don't like just handing them a premaid character. I quickly show them the core races & classes and then ask them, "Which class did you think sounded the coolest?" Then I ask them, "If you played as that class, what race do you see that person as?" I don't even worry about whether or not that race works best for that class. New players don't care about balance issues. You want them to get into that character and showing them how their creation is underpowered compared to other options will only ruin their excitment about the game. Then let them roll the dice to come up with ability scores. Rolling dice is more fun than just doing a point buy. It will give the player an idea of what to expect in the game (that dice will be rolled a lot for important things...and that's part of the fun). Quickly show them the weapons & armor and let them pick a couple things from the list that can be used for their class. Depending on their class, ask them if they think it would be funner to do "this", or "that", or "maybe this" (you're referring to skills). Unless they tell you about a specific idea in mind about their character, I wouldn't even worry about feats. For spells, just ask them if they want to hurt people, make people do things, buff people, or what. Then quickly select a few spells for them to use. Then jump right into the game. A solo session is good, but I think having 1 person for the new player to play with is better. They'll probably form a bond with that other player and if she joins the group, her character will probably buddy up with that players character and they'll have a closer relationship in the game and at the table. I definately wouldn't throw the new player in a average size group. That will intimidate her and make her worry too much about what she's doing with her character, "I don't want to cause your guys characters to die". With my fiance, I ran Sunless Citadel and it worked great. She started off with 2 NPC sidekicks for about 2 sessions. Then another player joined us and I got rid of the 2 NPCs. Two sessions later I had a full group of 4 players playing with her. After 1 session, she'll have a better idea about how to play and what D&D is all about. That's when I sit down with the new player again and we finalize the PC and make it all legit. Never force them to read the PHB early on. Let them decide to read it on their own. Mainly, you want to make D&D seem easy and fun. It's really easy to overwhelm a player and you don't want to scare them away. [/QUOTE]
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