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General Tabletop Discussion
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On playing new game systems
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<blockquote data-quote="GrahamWills" data-source="post: 7903309" data-attributes="member: 75787"><p><strong>Step 1: Be clear about why you want to play something new</strong></p><p>If you don't have a good goal in mind, you're not going to have much reason to try it, and when something seems wrong/hard/annoying, you'll have little motivation to get through it. So be really clear. Something like "I'd like to play in the modern world" give your the motivation to try something other than your current fantasy system, for example.</p><p></p><p><strong>Step 2: Get other people to do as much work as possible</strong></p><p>Learn how the game feels by playing at cons with competent GMs, where possible. If you cannot do that, find pre-generated characters and adventures to try out. Other people want you to try the system -- the publishers, authors and fans -- so take advantage and let them do the work of getting going</p><p></p><p><strong>Step 3: Commit to finite evaluation period</strong></p><p>So, you think you'd like to play the system. You played a couple of times at Gen Con and one GM was bad, but the other made you really enjoy the system. You ran a one-shot module for your friends and although you all screwed up a bunch of stuff and couldn't work out the rules for grappling, you had fun overall. Now is the time to give it a serious go: Pick a published adventure series or sourcebook or similar and ask your friends to commit to 3-6 sessions to try it out properly.</p></blockquote><p></p>
[QUOTE="GrahamWills, post: 7903309, member: 75787"] [B]Step 1: Be clear about why you want to play something new[/B] If you don't have a good goal in mind, you're not going to have much reason to try it, and when something seems wrong/hard/annoying, you'll have little motivation to get through it. So be really clear. Something like "I'd like to play in the modern world" give your the motivation to try something other than your current fantasy system, for example. [B]Step 2: Get other people to do as much work as possible[/B] Learn how the game feels by playing at cons with competent GMs, where possible. If you cannot do that, find pre-generated characters and adventures to try out. Other people want you to try the system -- the publishers, authors and fans -- so take advantage and let them do the work of getting going [B]Step 3: Commit to finite evaluation period[/B] So, you think you'd like to play the system. You played a couple of times at Gen Con and one GM was bad, but the other made you really enjoy the system. You ran a one-shot module for your friends and although you all screwed up a bunch of stuff and couldn't work out the rules for grappling, you had fun overall. Now is the time to give it a serious go: Pick a published adventure series or sourcebook or similar and ask your friends to commit to 3-6 sessions to try it out properly. [/QUOTE]
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