new recruits

kolikeos

First Post
introducing people to dnd, or any other rpg. what would be your advice? my previous attempts have been a disaster. (lack of charisma, bad luck or low ranks in dming) :)
 

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im already part of a gaming group (sometimes as dm some times as player) and each time i tried to introduce someone to the game it's been one person at a time. ruleswise i only have player's handbook as an option. still, the person gets bored and never comes back.

any other advice will be apreatiated.
 

Hmm... an analysis of why the ppl never came back may be helpful. You already state that they grew bored. Some things off the top of my head:

First, an RPG is a very specific type of game. In my experience people fall in one of a few categories: they love it, they kinda like it, they don't get it, they hate it.
You need to be sure that ppl fall at least in the first two categories, otherwise it is a waste of time for all involved. Look for generic interests in stuff like fantasy literature, certain types of boardgames etc. to gauge possible interest. In my experience, computer game likes/dislikes are not necessarily a good indicator for ppl liking RPG's, nor are movie likes/dislikes. I know plenty ppl who love to play RPG's online and like stuff like LotR but who wouldn't touch a tabletop RPG with a ten foot pole, usually because they simply don't really 'get' it.

Next, when itnroducing ppl to an RPG, start with simple but exciting stuff. Hack and slash is easiest to understand and the most exciting to get into. It offers action, quick results and quick rewards. Best to start a beginning player with a straightforward human fighter and have his/her first session contain several moments for this particular person's character to shine. Naturally, if it is clear off the bat that the person has a clear liking for puzzles or traps, start the player out with a rogue. Spellcasters are usually not a good idea as beginning character. If the player really likes magic stuff, better to have the PC find a wand with limited charges early on to have the player 'play' with tossing magic around.

Have ppl gain levels during their first session, so they get a feel for the effect of character growth and gain. It is an important part of RPG and it is often good to have newbie players get a taste for it early on.
 


One thing I can think of off the top of my head is this: Make sure one of the guys, not the DM, is the designated hand-holder. And make sure its the friendliest and most normal guy in the group.

The DM has enough on his plate already without having to stop every 5 minutes to explain something.

ALso, make sure all the guys understand that the rookie should be treated like a full card-carrying member of the group right off the bat. Make him feel welcome. Ask for his input, and don't give up on him if he's got nothing to say at first. Keep asking anyway. Don't make him feel like an outsider. Spare all the asides, in-jokes etc unless you're prepared to explain them.

Be prepared to answer questions like "how can your character do that?" in game terms. ie "because my character is a druid and wildshape is an ability that he gets" and not "well, if you had come from the Great Wilderland of Yoz, you'd know already, but you're not, so it must remain a mystery to a midworlder such as yourself. (only answer the second way if you want to prove you're a dork)

Remember that as well as introducing the D&D game to him, you're also bringing the player into a social group. The game itself won't hook them into wanting to come back. You could be running the greatest game in the world and still have the rookie turned off because he wasn't comfortable. He's gotta enjoy the company to want to come back next week.

Aside from that, I second everything whisper72 said too.
 

Good advice from Whisper 72. I would build on his hack and slash comment by saying - action, action, and more action. Avoid long drawn out planning phases or constant roleplaying - those things will come. Throw things at them anytime there is a lull - keep the game moving.
 


You're welcome.

Shadowslayer's points are also very important. DnD is a social game. The new player needs to feel welcome on a social level as well. All ppl in the 'old group', from DM to the other players need to understand that there is a mutual effort required to make this work.

I assume that a new player is being brought into the group becuase the group wants/needs to expand. All players and DM must agree on this. If some of the players think the group is big enuff already, adding players may not work solely based on the fact that the noob will feel that some of the players do not really want him/her to be there.

If all players and the DM agree that it would be fun to have an additional player, then this means that all ppl have to realize that for the session in which the 'new guy' is introduced, the ongoing game is 'put on hold'. You cannot simply go ahead where you left off. The noob has no background, does not know what happened before etc.

It is best to play a one-shot game, a side trek from the main campaign plot or a true one-shot with new characters all around, solely for the 'getting to know the ropes' for the new guy. The effort the others are putting into this (i.e. foregoing continuing the plot of the ongoing campaign) will also show the noob that all the others in the group are doing their best to let him/her catch on.

Furthermore, the other players must all realize that the noob is just that, a noob. No sighing at mistakes etc. the aim of the game is to teach teh noob, not to 'win' the game. So, if the noob makes a stupid mistake, the rest of the players should not act all irritated at it.

The other players should also try to find a good mix between letting the noob find his/her way and helping. If the players continually tell the noob what to do, then there is little fun in the game for him/her, on the otehr hand, if the old hands let him/her flounder, this is also not very nice. It is a fine line, but the 'old' players must try to walk it.

Furthermore, the old hands must allow the noob to shine as much as possible. Do not steal his thunder when he does something good. Compliment the noob when he figures something out which is cool. Positive reinforcement.

Just some more thoughts on the matter...
 

"Most" normal guy

Shadowslayer said:
One thing I can think of off the top of my head is this: Make sure one of the guys, not the DM, is the designated hand-holder. And make sure its the friendliest and most normal guy in the group.

Shadowslayer, that line cracked me up. Too funny. Make sure its the most normal guy indeed! :-)

Anyway I can't really think of anything to add to what Whisper72 and Shadowslayer have already pointed out. Anything else would just be rephrasing their points.
 

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