...In response, I just pushed the rules completely into the background. This is still my go-to method.
I work with new players to develop a character. If they're into the rules, I let them have free reign. If they aren't, I just ask them questions and build the character that they want to play. During the game, I simply ask people what they want to do and apply the rules that make sense. I always explain the mechanics that I'm applying in a conversational way, and I'll let a player back out of something that the mechanics don't support. Most players begin to learn the rules and end up borrowing or purchasing books themselves, but I don't expect or require this. Some people enjoy learning the details; others just want to enjoy the immersion and don't care about the books. This has been true with both GURPS and D&D (among other games), though I was surprised to find that GURPS, despite its potential complexity, makes it easier for me to keep the rules in the background because it is built on a more simulationist core.
I've found this to be true as well. Have you tried DFRPG yet?
You seem to be under the premise that complexity is good. Not all of us agree.
Obviously, it’s neither good nor bad.
Long-time players (or just friends?) can develop some pretty strong preferences. Were they averse to any new games, or just HERO?And just ‘cause you know the people at the table, it doesn’t necessarily follow that you know their taste in games. I tried to get my group to play a campaign in HERO. At that point, I’d known those guys maybe 15 years at least, and some 23 or more. . .
The *chirp*chirp* of disinterested crickets was deafening, with HERO itself- not the plot- being the most often cited reason for declining.
Could be any reason. The GM has a preferred game, some players (but not all) want something crunchier, or a new game was released that doesn't look like it would be easy to dive into, but is appealing nonetheless.First, answer this question. *WHY* do you condition your gaming group for increasingly complex RPGs?
I feel justified, in using GURPS as an example of complexity, if fighting with a greatsword can be done while avoiding close combat.Another player loved his character's brute strength and greatsword and he never cared to learn the subtleties of close combat; actually his standard tactics was to avoid close combat.
Say your coworkers have picked up on your dirty little secret (GMing), and want to give it a try. Do you run GURPS and hold their hands when they need it, or do you start them off with a game of Microlite20?In short, it's the players driving the amount of complexity, not me (the GM). They want it more complex, it can be more complex. They want it simple, it can be simple.
I feel justified, in using GURPS as an example of complexity, if fighting with a greatsword can be done while avoiding close combat.
Say your coworkers have picked up on your dirty little secret (GMing), and want to give it a try. Do you run GURPS and hold their hands when they need it, or do you start them off with a game of Microlite20?
So far, it looks like the thread answer is "throw 'em in the fire!" Which is brutal, but an admirable GM trait![]()
Long-time players (or just friends?) can develop some pretty strong preferences. Were they averse to any new games, or just HERO?
Could be any reason. The GM has a preferred game, some players (but not all) want something crunchier, or a new game was released that doesn't look like it would be easy to dive into, but is appealing nonetheless.
Say your coworkers have picked up on your dirty little secret (GMing), and want to give it a try. Do you run GURPS and hold their hands when they need it, or do you start them off with a game of Microlite20?
So far, it looks like the thread answer is "throw 'em in the fire!" Which is brutal, but an admirable GM trait![]()