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General Tabletop Discussion
*Dungeons & Dragons
Obligation to give new players a "Core" game?
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<blockquote data-quote="Jester David" data-source="post: 6686722" data-attributes="member: 37579"><p>Hrm... good question.</p><p></p><p>I would try to allow all the core options and limit too many house rules, to provide as baseline an example of play as possible. Keep things simple and allow the expected options. Because players might want to be the elf ranger or dwarf fighter or other iconic character type. But, the presentation of said options - how it flavoured - should be customizable and adjusted to fit the new setting. </p><p>The dwarf fighter works just as well in lighter chain armour wrapped in flowing robes. So long as the players are warned before the game and before they start thinking of characters then things should be fine. If the players show up to the game and want to play a lancing knight it gets tricky, but if they're given time to thing (and some inspiration/ source material) it should work better. If given some time to think, people will find a concept that excites them, be it a Persian prince, parkour assassin, Saracen knight, whirling dervish, or genie warlock. </p><p>A player's guide would be lovely in this situation. A couple sentences on the races and classes. But preferably under two pages. </p><p></p><p>Start things off simple. Think of the most generic, familiar adventure (western tale) and run that, but just tweak the tone. Something familiar and iconic, but with a twist. Like having everyone meet in a coffee shop rather than an inn - because alcohol isn't consumed - then hired to clear the basement of large scarab beetles before acting as guards on a camel train. </p><p>And be sure and include some short narration or DM asides to remind them of the culture.</p></blockquote><p></p>
[QUOTE="Jester David, post: 6686722, member: 37579"] Hrm... good question. I would try to allow all the core options and limit too many house rules, to provide as baseline an example of play as possible. Keep things simple and allow the expected options. Because players might want to be the elf ranger or dwarf fighter or other iconic character type. But, the presentation of said options - how it flavoured - should be customizable and adjusted to fit the new setting. The dwarf fighter works just as well in lighter chain armour wrapped in flowing robes. So long as the players are warned before the game and before they start thinking of characters then things should be fine. If the players show up to the game and want to play a lancing knight it gets tricky, but if they're given time to thing (and some inspiration/ source material) it should work better. If given some time to think, people will find a concept that excites them, be it a Persian prince, parkour assassin, Saracen knight, whirling dervish, or genie warlock. A player's guide would be lovely in this situation. A couple sentences on the races and classes. But preferably under two pages. Start things off simple. Think of the most generic, familiar adventure (western tale) and run that, but just tweak the tone. Something familiar and iconic, but with a twist. Like having everyone meet in a coffee shop rather than an inn - because alcohol isn't consumed - then hired to clear the basement of large scarab beetles before acting as guards on a camel train. And be sure and include some short narration or DM asides to remind them of the culture. [/QUOTE]
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Obligation to give new players a "Core" game?
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