Manbearcat
Legend
Just a couple of interesting datapoints to report. May be noise or may be signal. No idea. I just thought it was interesting.
Probably foolishly (as I'm juggling 3 other games right now), I've taken on a new group of players for 4e. The primary reason I took this group on is as a favor to a very good guy who is an old-school player and cannot find a group to fit his rather difficult schedule. I presented him with multiple options of systems and he actually wanted to try out 4e.
So here are the particulars of the demographics:
Player 1 (married to player 2)
- 47 year old male.
- Former Navy Diver and now runs 1st response medical security for multiple mile + obstacle course events ("Tough Mudder", et al) throughout the U.S.
- Lapsed gamer with a 35 + years of experience with RPGs from OD&D thru 3.x to White Wolf to CoC.
- Is very used to strategic, exploratory Gygaxian "skilled play" of classic D&D.
- Primarily GM but has played as well.
- Lots of exosure to board games and card games.
- Loves the High Fantasy genre and all of the sub-genres related to D&D (up to and including the 4e-specific tropes; Points of Light, Big Damn Heroes).
- Is indifferent to complexity in RPGs.
Player 2 (married to player 1)
- 47 year old female.
- Senior, multi-discipline claims adjuster for a large company.
- Has never gamed in her life and never remotely been interested. No exposure to RPGs whatsoever. Primarily doing it as its a passion for player 1.
- Limited exposure to boardgames and even more limited exposure to card games.
- Loves mystery novels and figuring out puzzles.
- Loathes the High Fantasy genre, fairy tales, and really any fantasy in general (She hates The Princess Bride...how is that even possible?).
- Admittedly will get overwhelmed with complexity or multiple vectors.
Player 3
- 30 year old female.
- Chemist. Extremely bright and formally trained in multiple physical sciences, maths, et al.
- Has never played TTRPGs but does have considerable experience with CRPGs (at a very high level of play).
- Plenty of exposure to multiple complex boardgames and card games.
- Loves mystery novels and figuring out puzzles.
- Loves the High Fantasy genre and all of the sub-genres related to D&D (up to and including the 4e-specific tropes; Points of Light, Big Damn Heroes).
- Will thrive under complexity.
Alright. So I've decided that I'm going to teach them 4e piece-meal. I've compartmentalize each aspect and have run them through tutorials entailing:
1) Non-combat conflict resolution (2 social skill challenges and 2 exploration skill challenges). As much as the nuts and bolts of the conflict resolution system, this also includes making sure they understand the concepts of (i) "fail forward", (ii) "telegraphing intent", (iii) the zoomed-out and abstract nature of conflict resolution versus task resolution. (iv) and the nature of subjective environmental DCs that scale with PCs and are represntations of evolving genre conceits as the PCs advance through the tiers of play.
2) What the various system parts actually "mean" and how they interact; Healing Surges, Dailies, Encounter Powers, Hit Points, Experience Points, Rituals, Magic Items/Boons/Alternate Advancement (et al) as PC-side build tools, Quests, Themes, etc.
3) The crunchy, tactical combat mechanics including conceptually understanding (a) forced movement (and terrain/battlefield interaction), (b) intra-party synergy, (c) and stunting.
We're done with our tutorials and I figured I'd post my thoughts on the various players' exposure to 4e.
Player 1:
Extremely excited to play. He's voiced all manner of excitement from actually enjoying the system and the way story emerges from it, to actually getting to play with his wife, to getting to play under a competent GM. He didn't have any problem with the system elements of the game nor the genre expectations.
One thing that was noteworthy was that it took him a bit to get his head around "telegraphing his intent" due to the fact that he is used to trying to hide his intent from GMs (or players trying to hide their intent from him) for positioning of strategic power plays that surprise the GM in a way that advantages the PCs. Along the same lines it took him a bit to get his head around the concept of closed scene-based conflict resolution. He kept wanting to try to zoom-in and interact with every bit and bob in order to figure out how to strategically win the conflict with a fool-proof plan/power. However, after the first few tutorials he got his head around the concepts and very much enjoyed the playstyle.
He didn't have a problem with any of the combat mechanics. Neither martial forced movement nor Encounter Powers nor Dailies were "jarring". He's very much looking forward to it.
Player 2:
She had absolutely no problem understanding conflict resolution conceptually. I would put her in a situation and she understood the mechanics and how things would proceed without much of a problem. Her biggest problem, and a huge blind spot, is lack of exposure to the genre. Quite literally, she couldn't figure out how her archetype was supposed to respond to situations and pressure I put on her. She is going to be an pew-pew Archer Ranger with a dog (point and shoot and send thee dog in) for ease of use. She loves dogs and animals. However, I would put her in Crocodile Dundee and Aragorn types of situations, with pressure specifically meant to challenge the thematic material of her archetype, and she would have no idea how to proceed in a genre-relevant way. She would freeze. It was very difficult for her but I think she will improve with exposure.
I would all but guarantee that if she played Gumshoe or CoC, she would have zero problems due to her exposure to that thematic material.
The combat mechanics were fine for her given that she is playing something with miniimal mental overhead. She wasn't jarred by any of the mechanics; not HPs nor Healing Surges. She was easily able to understand the abstract concept of "heroic staying power".
Player 3:
Wiz-kid. She had no problem with the mechanics nor the concepts nor the genre material. Assimilated everything quickly and with great proficency early on. She is very shy but she easily stepped up and brough about the appropriate genre/archtypical response to thematic adversity placed upon her. She loves the genre material, is very smart, is tactically and strategically driven and oriented (loves a challenge).
Anyway, interesting few data points that I thought I'd share. At least interesting to me as I haven't brought new players into the fold in some time.
Probably foolishly (as I'm juggling 3 other games right now), I've taken on a new group of players for 4e. The primary reason I took this group on is as a favor to a very good guy who is an old-school player and cannot find a group to fit his rather difficult schedule. I presented him with multiple options of systems and he actually wanted to try out 4e.
So here are the particulars of the demographics:
Player 1 (married to player 2)
- 47 year old male.
- Former Navy Diver and now runs 1st response medical security for multiple mile + obstacle course events ("Tough Mudder", et al) throughout the U.S.
- Lapsed gamer with a 35 + years of experience with RPGs from OD&D thru 3.x to White Wolf to CoC.
- Is very used to strategic, exploratory Gygaxian "skilled play" of classic D&D.
- Primarily GM but has played as well.
- Lots of exosure to board games and card games.
- Loves the High Fantasy genre and all of the sub-genres related to D&D (up to and including the 4e-specific tropes; Points of Light, Big Damn Heroes).
- Is indifferent to complexity in RPGs.
Player 2 (married to player 1)
- 47 year old female.
- Senior, multi-discipline claims adjuster for a large company.
- Has never gamed in her life and never remotely been interested. No exposure to RPGs whatsoever. Primarily doing it as its a passion for player 1.
- Limited exposure to boardgames and even more limited exposure to card games.
- Loves mystery novels and figuring out puzzles.
- Loathes the High Fantasy genre, fairy tales, and really any fantasy in general (She hates The Princess Bride...how is that even possible?).
- Admittedly will get overwhelmed with complexity or multiple vectors.
Player 3
- 30 year old female.
- Chemist. Extremely bright and formally trained in multiple physical sciences, maths, et al.
- Has never played TTRPGs but does have considerable experience with CRPGs (at a very high level of play).
- Plenty of exposure to multiple complex boardgames and card games.
- Loves mystery novels and figuring out puzzles.
- Loves the High Fantasy genre and all of the sub-genres related to D&D (up to and including the 4e-specific tropes; Points of Light, Big Damn Heroes).
- Will thrive under complexity.
Alright. So I've decided that I'm going to teach them 4e piece-meal. I've compartmentalize each aspect and have run them through tutorials entailing:
1) Non-combat conflict resolution (2 social skill challenges and 2 exploration skill challenges). As much as the nuts and bolts of the conflict resolution system, this also includes making sure they understand the concepts of (i) "fail forward", (ii) "telegraphing intent", (iii) the zoomed-out and abstract nature of conflict resolution versus task resolution. (iv) and the nature of subjective environmental DCs that scale with PCs and are represntations of evolving genre conceits as the PCs advance through the tiers of play.
2) What the various system parts actually "mean" and how they interact; Healing Surges, Dailies, Encounter Powers, Hit Points, Experience Points, Rituals, Magic Items/Boons/Alternate Advancement (et al) as PC-side build tools, Quests, Themes, etc.
3) The crunchy, tactical combat mechanics including conceptually understanding (a) forced movement (and terrain/battlefield interaction), (b) intra-party synergy, (c) and stunting.
We're done with our tutorials and I figured I'd post my thoughts on the various players' exposure to 4e.
Player 1:
Extremely excited to play. He's voiced all manner of excitement from actually enjoying the system and the way story emerges from it, to actually getting to play with his wife, to getting to play under a competent GM. He didn't have any problem with the system elements of the game nor the genre expectations.
One thing that was noteworthy was that it took him a bit to get his head around "telegraphing his intent" due to the fact that he is used to trying to hide his intent from GMs (or players trying to hide their intent from him) for positioning of strategic power plays that surprise the GM in a way that advantages the PCs. Along the same lines it took him a bit to get his head around the concept of closed scene-based conflict resolution. He kept wanting to try to zoom-in and interact with every bit and bob in order to figure out how to strategically win the conflict with a fool-proof plan/power. However, after the first few tutorials he got his head around the concepts and very much enjoyed the playstyle.
He didn't have a problem with any of the combat mechanics. Neither martial forced movement nor Encounter Powers nor Dailies were "jarring". He's very much looking forward to it.
Player 2:
She had absolutely no problem understanding conflict resolution conceptually. I would put her in a situation and she understood the mechanics and how things would proceed without much of a problem. Her biggest problem, and a huge blind spot, is lack of exposure to the genre. Quite literally, she couldn't figure out how her archetype was supposed to respond to situations and pressure I put on her. She is going to be an pew-pew Archer Ranger with a dog (point and shoot and send thee dog in) for ease of use. She loves dogs and animals. However, I would put her in Crocodile Dundee and Aragorn types of situations, with pressure specifically meant to challenge the thematic material of her archetype, and she would have no idea how to proceed in a genre-relevant way. She would freeze. It was very difficult for her but I think she will improve with exposure.
I would all but guarantee that if she played Gumshoe or CoC, she would have zero problems due to her exposure to that thematic material.
The combat mechanics were fine for her given that she is playing something with miniimal mental overhead. She wasn't jarred by any of the mechanics; not HPs nor Healing Surges. She was easily able to understand the abstract concept of "heroic staying power".
Player 3:
Wiz-kid. She had no problem with the mechanics nor the concepts nor the genre material. Assimilated everything quickly and with great proficency early on. She is very shy but she easily stepped up and brough about the appropriate genre/archtypical response to thematic adversity placed upon her. She loves the genre material, is very smart, is tactically and strategically driven and oriented (loves a challenge).
Anyway, interesting few data points that I thought I'd share. At least interesting to me as I haven't brought new players into the fold in some time.