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Looking for a Good First Timer RPG


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The rules are just for character generation and conflict resolution. Ultimately, only one person at the table needs to know those (it helps to have everyone else know them but it's not necessary). That person (not always the GM) can nurse everyone else through at the table.
Quite so. If the players already know how "role playing" works, the rules are just there to ensure everyone plays fair and what ruleset is used is immaterial.

When my new group sat down to my game, none of them had ever played Cyberpunk 2.0.2.0., let alone my bastardised mish mash of house rules, so they had absolutely no idea of how task/conflict resolution was handled. They were, however, familiar with role playing and knew that there had to be some method of handling tasks/conflicts.

When it came to them doing things I nursed them through, asked them the right questions to ensure they got their bonuses etc. Didn't take long for them to pick up the process.
 

I would like to recommend Labyrinth Lord, especially if you don't have any of the older editions books personally. I do believe it has an example of play, and is quicker and easier to teach players than most "modern" games, especially new players.

Most importantly, character creation takes all of ten minutes, so your players don't get bored of the game before it even starts.
 

She wants something she can read and get an understanding of what RPG gaming is all about.
There is no better introduction to "what RPG gaming is all about" (at least for fantasy adventure roleplaying games) than the Moldvay Basic D&D book (the red book with the Erol Otus cover art). It's 64 pages, has evocative descriptions, a simple, solid rules system and great examples of play. Better yet, if you don't own a copy, you should be able to score one for less than $10 on eBay, Amazon.com or NobleKnight.
 


There's a very short summary 'what is a FRPG' HERE.

But I'm guessing that's fairly obvious to your player already, so you might be more interested in a bunch of posts on 'getting started' topics up on Thistle Games:

Economy Class: Free Online Options on Free RPG Day

Tabletop RPGs: Where Did All The Girls Go?

Our Favourite Tabletop RPG Props

Tabletop RPGs and Skills (Series)
Tabletop RPGs: Battle Games
Tabletop RPGs: Storytelling RPGs
Tabletop RPGs: Rules Light
Tabletop RPGs: Indie

There's a mix of 'getting started' material there and I'd guess you're looking for a storytelling/ rules light emphasis.

The 'Where Did All The Girls Go?' post ruffled one or two feathers over the outrageous notion that there could be any gender-bias at all in tabletop RPG land. However, 95% of the post applies to encouraging new or young players regardless of gender.

HTH
 

Who is your girlfriend? Serious question - I'd aim different RPGs at different people (if she's a boardgamer I might look at 4e, whereas I'd look at FATE for writers). Different people do better with different RPGs.
 

If she likes Dresden Files then it would be a good game for that. All you need is Yourr World, and lots of that she doesn't really need to read. The Buffy RPG also does a good job of introducing role playing to new people. Frankly, while I love D&D I never felt it did a good job of addressing new people in the core books.

Agreed. I seriously feel that gaming would be a bigger hobby if D&D weren't the one that most people start on.

Anyway, if you just want to get her feet wet, get a copy of Dread. Actually get a copy anyway, because Dread is awesome. Its a one-shot survival horror game. Fill out a questionnaire to generate your character. Pull blocks from the Jenga tower to do things. If the tower falls, you are killed/driven insane/arrested/run screaming into the night.

I've played with many new people, and here's my thoughts on what they like least

- This game has hundreds of pages of rules, and I don't know any of them. I'm afraid I'll do something wrong and ruin the game for everyone.
- They've been playing this for ages and just coming in I have no idea what's going on.
- If I do something wrong my character is going to get killed.

Keep the game simple. Stay away from old school/high lethality games. Get something where mistakes or overlooking details is punished with 'make a new character'. If at all possible start a new game with new characters rather than bringing the new player into something ongoing.
 

Not sure this is such a foregone conclusion among all gamers.

Really? I don't know a single gamer that doesn't tell stories about their games. They may not be about the plot, but they are about the games.
Epic fights, scary traps, stupid players (and player characters), kewl loot, awesome powers, great jokes, party wipes, freaky mysteries, maddening riddles, and similar events have filled hours of chats.

The stories may not be intentional, but they happen and get told. Every gamer I know carries that part with them, and will share it whenever they deem appropriate.

... Maybe I should have said, gaming is fundamentally about making good memories.
Storytelling is really just one style.
Quite, and certainly not a universal style. It's certainly not my favorite nor the one I most indulge in. And it is definitely not "the superior style" (the correct and best style is always the one that the group has the most fun with).

Regardless, have fun.
 

Into the Woods

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