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I have an important game of D&D this weekend. I could use help.
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<blockquote data-quote="Herobizkit" data-source="post: 6381376" data-attributes="member: 36150"><p>Modern fantasy is the easiest and most relatable version of Fantasy for newcomers to gaming. Most people can understand the modern world, but many have difficulty imagining an idyllic make-believe world...</p><p></p><p>So do both.</p><p></p><p>Take a peek at the "Lost Girl" TV series. Fantasy creatures exist in disguise and maintain a secret cabal (much like vampires) where the Fey courts (and their allies) wage war. </p><p></p><p>Maybe she doesn't realize she's a Tiefling until puberty/her 18th/her 21st birthday wherein her demonic blood takes full effect and changes her forever (aka the Mutant problem).</p><p></p><p>In a game like this, NPC's and contacts will be far more important and impressive than having her fight rats and kobolds. Try to make her character as real as possible; ask her questions about her character as you walk her through the creation process. How old is she? Does she have family? Where does she live? Is it an apartment, old family home, cabin in the woods...? What does she do for work? Does she have any friends? Do they know about her "power"?</p><p></p><p>Once she has a sense of who she is, that's when you start linking plot ideas to her character. Again, try to stay within the scope of a TV show: one issue, one (or two) difficulties along the way, maybe some character development to showcase her character's interests, one resolution. Long bouts of gaming can be draining on new players, so try and keep your sessions short - no longer than four hours.</p><p></p><p>If you're going to use dungeons, try and keep them small - no more than <a href="http://www.roleplayingtips.com/readissue.php?number=156" target="_blank">Five Rooms</a>. Check out the Five-Room Model article in the link to give you an idea of the kind of areas to design.</p><p></p><p>Finally, have fun. Don't sweat trying to get her to learn all the rules at once. Just go with the flow; narrate actions that would be trivial and consult dice only when the story direction dictates two possibilities and you can't decide which one to follow.</p></blockquote><p></p>
[QUOTE="Herobizkit, post: 6381376, member: 36150"] Modern fantasy is the easiest and most relatable version of Fantasy for newcomers to gaming. Most people can understand the modern world, but many have difficulty imagining an idyllic make-believe world... So do both. Take a peek at the "Lost Girl" TV series. Fantasy creatures exist in disguise and maintain a secret cabal (much like vampires) where the Fey courts (and their allies) wage war. Maybe she doesn't realize she's a Tiefling until puberty/her 18th/her 21st birthday wherein her demonic blood takes full effect and changes her forever (aka the Mutant problem). In a game like this, NPC's and contacts will be far more important and impressive than having her fight rats and kobolds. Try to make her character as real as possible; ask her questions about her character as you walk her through the creation process. How old is she? Does she have family? Where does she live? Is it an apartment, old family home, cabin in the woods...? What does she do for work? Does she have any friends? Do they know about her "power"? Once she has a sense of who she is, that's when you start linking plot ideas to her character. Again, try to stay within the scope of a TV show: one issue, one (or two) difficulties along the way, maybe some character development to showcase her character's interests, one resolution. Long bouts of gaming can be draining on new players, so try and keep your sessions short - no longer than four hours. If you're going to use dungeons, try and keep them small - no more than [url=http://www.roleplayingtips.com/readissue.php?number=156]Five Rooms[/url]. Check out the Five-Room Model article in the link to give you an idea of the kind of areas to design. Finally, have fun. Don't sweat trying to get her to learn all the rules at once. Just go with the flow; narrate actions that would be trivial and consult dice only when the story direction dictates two possibilities and you can't decide which one to follow. [/QUOTE]
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I have an important game of D&D this weekend. I could use help.
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