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Our First Game -- What some non-RPG fans Learned that they want to share!
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<blockquote data-quote="Bodhiwolff" data-source="post: 4431262" data-attributes="member: 71196"><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">Yesterday I ran my first-ever 4th edition game for a bunch of us, as a test-drive for the system to see whether we liked it enough to consider starting a campaign. </span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">This wasn’t an RPG group. In fact, it wasn’t even an RPG-friendly group, and therein lay my problem.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Some of the players had tons of experience with classic D&D (and were reticent to look at 4E), and one was already playing in a 4E campaign and knew how to play. Some had no RPG experience whatsoever, and my wife hated D&D with a passion because she felt that it was a ridiculously limited rules-set. We had a wide range of tastes and experience, but we wanted to see if 4E would work for us.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">So I wanted to give it the best shot possible, but I had my work cut out for me! Not only that, but I had to teach everybody how to play, get everybody up to speed, and also make sure we all had fun doing it!</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">I took the opportunity to put together every possible trick, change, alteration, and paradigm-shift possible. I had to throw out some of my mental baggage from over 25 years of gaming, and change some of my ways of doing things, but I’m really grateful that I did.</span></span></span></p><p> </p><p><span style="font-size: 12px"><span style="font-family: 'Times New Roman'"><span style="color: white">In the end, everybody agreed that the game worked, that we had fun, that the system flowed, and that we’re going to start a campaign. We hit it out of the park. </span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">So what did we do?</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">a)</span> <span style="font-size: 12px">No character sheets. Use them only to calculate your numbers, then put them away.</span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">b)</span> <span style="font-size: 12px">I made “Game Mats” with spots for only the calculated adjustments, and put them in clear-plastic report-covers, so that people could write their numbers down with wet-erase marker overtop. Thus, each player had a main page-sized plastic-covered printed laying on the table, designed by me with sections for the various numbers they'd need. (with some modest graphics to make it easy to look at) </span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">That way the numbers can be adjusted as we progress. Thus, anything with a calculated number (attributes, Defense values, Init/Move, Perception/Insight, Skills) merely has your final calculated modifier listed. Roll a d20, add your modifier, and go to town. </span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">So if you asked a player what their strength was, they might not know. But if you asked them what they added to strength, they'd look down at their mat, and see that they added +3 ... which is all that is really important anyway!</span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">(and, I did slide the character sheets underneath, </span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">c)</span> <span style="font-size: 12px">For the three sections that require upkeep and record-keeping, we use tokens/gems. These sections on the "Game Mat" had large boundaries printed off to hold tokens (of various denominations, cobbled together from other games, and/or from game-gems from a dollar store), used for the record-keeping aspects of the game. </span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">Hit-points are done with two sides to the section – when one half is empty, you’re bloodied. Healing surge tokens have their own section, as do action point tokens. Everybody agreed that this made things much quicker, more fun, and somehow more exciting.</span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">d)</span> <span style="font-size: 12px">For powers, we had power-cards printed off and sleeved, again with boxes for final calculated values (don't just print off cards that show the formulas, but instead use cards that include a final box where you write in your calculated value!). </span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">Edit: Link to Grandpa's Power Cards, here on EnWorld</span></span></span></p><p><a href="http://www.enworld.org/forum/4351249-post718.html" target="_blank">http://www.enworld.org/forum/4351249-post718.html</a></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">Don’t be re-calculating everything each and every attack. Instead, look down and know that you roll a d20 and add 8, and then move on. Fast, clean, efficient. </span></span></span></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">Even better, because of the power cards, nobody ever had to crack a book during the entire game. Not once, for 6 new players!</span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">e)</span> <span style="font-size: 12px">Each player had a side-sheet, which had a section for short-hand notes (just a few last-minute sentences containing anything which needed noting, like “+2 vs. attacks of opportunity” or “Adds +1 to allies perception within 5 squares”) and their basic attacks. 4 sentences, total! </span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">The other half of the page has a printed-off, point-form summary of every active form of skill-use, meaning that once again players never had to crack a book to look up a rule. If they wanted to actively use a skill, they could look at their cheat-sheet, and move on.</span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">f)</span> <span style="font-size: 12px">Floating around the table I had a few copies of the page with all of the “conditions” and their effects listed on it. Thus, when somebody became “dazed”, they just grabbed that page and glanced at it, to remind themselves of what the impact was.</span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">g)</span> <span style="font-size: 12px">While they might not technically be “powers”, I included powers for things like Sneak Attack, or Hunter’s Quarry, etc. Anything which you might tap into often. I also made cards for Second Wind (and included the healing value calculated right there in a box) as an encounter card, and thus people knew instantly whether it was tapped or not, and how much to heal.</span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">h)</span> <span style="font-size: 12px">Some foamcore rectangles covered with contact-paper became wet-erasable name placards, each with a magnet behind them to help them stick to a giant initiative-order board. Once the initiative order was set, everybody (and the monsters) went up on the board, but could easily get slid to a new spot in the order, thanks to being on a magnetic rectangle. Even better, because they were large and visible, there was never any question as to who went next, and things sped along easily.</span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="color: white"><span style="font-size: 12px">i)</span> <span style="font-size: 12px">My favourite wet-erase vinyl square-grid is worth its weight in gold! Thank you Chessex! However, add a few old game discs with contact paper on them, and these become perfect wet-erasable tokens that you can throw on the board as labelled miniatures. And once again, those coloured gems from the dollar store are priceless as “marked” tokens, etc.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Now, it is tempting to say that all of this is merely a different presentation style. It is tempting to say that you aren’t actually changing the way that you’re playing the game. Who cares, right? You could just use a character sheet, like normal! You could just use your old system.</span></span></span></p><p></p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px">After all ... I'm an old gamer, and I've seen it all before. I've been doing it for years, and you're not really changing anything ...</span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">But hold on …</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">I put it to you that you are actually significantly impacting the playstyle of the game, the presentation of the table, and the impact of the rules-set on the group of players by allowing it to integrate more smoothly.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">In fact, in our little de-briefing after our experiment, I was amazed at how well people had picked up the game without having read any of the books (having only played that one session), -- but the players themselves were absolutely stunned that people played the game *without* such implements!</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">In fact, it was quite telling that the new players were correcting the veteran player’s mistakes partway through the game, and he owns the books and plays in another campaign! That’s right – the newbies were learning the game better than the guy who was already in a campaign, who came with his own character pre-made, and who understood the rules ahead of time!</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">So, I think that these little accoutrements might be more than superficial changes.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Thus, because they changed my wife’s hatred of D&D, and smoothed out the learning curve immensely, and it sped up play, and it showed us the holes in a veteran 4E campaigner’s knowledge-base compared with only a few hours for a newbie, I have to say that I am sold on the concept that doing a paradigm-shift on presentation-style and playstyle is a good thing.</span></span></span></p><p> </p><p><span style="font-family: 'Times New Roman'"><span style="font-size: 12px"><span style="color: white">Trust me – it isn’t just cosmetic, or superficial. Something pretty significant happened.</span></span></span></p></blockquote><p></p>
[QUOTE="Bodhiwolff, post: 4431262, member: 71196"] [SIZE=3][FONT=Times New Roman][COLOR=white]Yesterday I ran my first-ever 4th edition game for a bunch of us, as a test-drive for the system to see whether we liked it enough to consider starting a campaign. [/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white]This wasn’t an RPG group. In fact, it wasn’t even an RPG-friendly group, and therein lay my problem.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Some of the players had tons of experience with classic D&D (and were reticent to look at 4E), and one was already playing in a 4E campaign and knew how to play. Some had no RPG experience whatsoever, and my wife hated D&D with a passion because she felt that it was a ridiculously limited rules-set. We had a wide range of tastes and experience, but we wanted to see if 4E would work for us.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]So I wanted to give it the best shot possible, but I had my work cut out for me! Not only that, but I had to teach everybody how to play, get everybody up to speed, and also make sure we all had fun doing it![/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]I took the opportunity to put together every possible trick, change, alteration, and paradigm-shift possible. I had to throw out some of my mental baggage from over 25 years of gaming, and change some of my ways of doing things, but I’m really grateful that I did.[/COLOR][/SIZE][/FONT] [SIZE=3][FONT=Times New Roman][COLOR=white]In the end, everybody agreed that the game worked, that we had fun, that the system flowed, and that we’re going to start a campaign. We hit it out of the park. [/COLOR][/FONT][/SIZE] [FONT=Times New Roman][SIZE=3][COLOR=white]So what did we do?[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]a)[/SIZE] [SIZE=3]No character sheets. Use them only to calculate your numbers, then put them away.[/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]b)[/SIZE] [SIZE=3]I made “Game Mats” with spots for only the calculated adjustments, and put them in clear-plastic report-covers, so that people could write their numbers down with wet-erase marker overtop. Thus, each player had a main page-sized plastic-covered printed laying on the table, designed by me with sections for the various numbers they'd need. (with some modest graphics to make it easy to look at) [/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]That way the numbers can be adjusted as we progress. Thus, anything with a calculated number (attributes, Defense values, Init/Move, Perception/Insight, Skills) merely has your final calculated modifier listed. Roll a d20, add your modifier, and go to town. [/SIZE][/COLOR][/FONT] [FONT=Times New Roman][SIZE=3]So if you asked a player what their strength was, they might not know. But if you asked them what they added to strength, they'd look down at their mat, and see that they added +3 ... which is all that is really important anyway![/SIZE][/FONT] [FONT=Times New Roman][SIZE=3](and, I did slide the character sheets underneath, [/SIZE][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]c)[/SIZE] [SIZE=3]For the three sections that require upkeep and record-keeping, we use tokens/gems. These sections on the "Game Mat" had large boundaries printed off to hold tokens (of various denominations, cobbled together from other games, and/or from game-gems from a dollar store), used for the record-keeping aspects of the game. [/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]Hit-points are done with two sides to the section – when one half is empty, you’re bloodied. Healing surge tokens have their own section, as do action point tokens. Everybody agreed that this made things much quicker, more fun, and somehow more exciting.[/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]d)[/SIZE] [SIZE=3]For powers, we had power-cards printed off and sleeved, again with boxes for final calculated values (don't just print off cards that show the formulas, but instead use cards that include a final box where you write in your calculated value!). [/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3][/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]Edit: Link to Grandpa's Power Cards, here on EnWorld[/SIZE][/COLOR][/FONT] [URL]http://www.enworld.org/forum/4351249-post718.html[/URL] [FONT=Times New Roman][COLOR=white][SIZE=3][/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]Don’t be re-calculating everything each and every attack. Instead, look down and know that you roll a d20 and add 8, and then move on. Fast, clean, efficient. [/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]Even better, because of the power cards, nobody ever had to crack a book during the entire game. Not once, for 6 new players![/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]e)[/SIZE] [SIZE=3]Each player had a side-sheet, which had a section for short-hand notes (just a few last-minute sentences containing anything which needed noting, like “+2 vs. attacks of opportunity” or “Adds +1 to allies perception within 5 squares”) and their basic attacks. 4 sentences, total! [/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]The other half of the page has a printed-off, point-form summary of every active form of skill-use, meaning that once again players never had to crack a book to look up a rule. If they wanted to actively use a skill, they could look at their cheat-sheet, and move on.[/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]f)[/SIZE] [SIZE=3]Floating around the table I had a few copies of the page with all of the “conditions” and their effects listed on it. Thus, when somebody became “dazed”, they just grabbed that page and glanced at it, to remind themselves of what the impact was.[/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]g)[/SIZE] [SIZE=3]While they might not technically be “powers”, I included powers for things like Sneak Attack, or Hunter’s Quarry, etc. Anything which you might tap into often. I also made cards for Second Wind (and included the healing value calculated right there in a box) as an encounter card, and thus people knew instantly whether it was tapped or not, and how much to heal.[/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]h)[/SIZE] [SIZE=3]Some foamcore rectangles covered with contact-paper became wet-erasable name placards, each with a magnet behind them to help them stick to a giant initiative-order board. Once the initiative order was set, everybody (and the monsters) went up on the board, but could easily get slid to a new spot in the order, thanks to being on a magnetic rectangle. Even better, because they were large and visible, there was never any question as to who went next, and things sped along easily.[/SIZE][/COLOR][/FONT] [FONT=Times New Roman][COLOR=white][SIZE=3]i)[/SIZE] [SIZE=3]My favourite wet-erase vinyl square-grid is worth its weight in gold! Thank you Chessex! However, add a few old game discs with contact paper on them, and these become perfect wet-erasable tokens that you can throw on the board as labelled miniatures. And once again, those coloured gems from the dollar store are priceless as “marked” tokens, etc.[/SIZE][/COLOR][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Now, it is tempting to say that all of this is merely a different presentation style. It is tempting to say that you aren’t actually changing the way that you’re playing the game. Who cares, right? You could just use a character sheet, like normal! You could just use your old system.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3]After all ... I'm an old gamer, and I've seen it all before. I've been doing it for years, and you're not really changing anything ...[/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]But hold on …[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]I put it to you that you are actually significantly impacting the playstyle of the game, the presentation of the table, and the impact of the rules-set on the group of players by allowing it to integrate more smoothly.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]In fact, in our little de-briefing after our experiment, I was amazed at how well people had picked up the game without having read any of the books (having only played that one session), -- but the players themselves were absolutely stunned that people played the game *without* such implements![/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]In fact, it was quite telling that the new players were correcting the veteran player’s mistakes partway through the game, and he owns the books and plays in another campaign! That’s right – the newbies were learning the game better than the guy who was already in a campaign, who came with his own character pre-made, and who understood the rules ahead of time![/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]So, I think that these little accoutrements might be more than superficial changes.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Thus, because they changed my wife’s hatred of D&D, and smoothed out the learning curve immensely, and it sped up play, and it showed us the holes in a veteran 4E campaigner’s knowledge-base compared with only a few hours for a newbie, I have to say that I am sold on the concept that doing a paradigm-shift on presentation-style and playstyle is a good thing.[/COLOR][/SIZE][/FONT] [FONT=Times New Roman][SIZE=3][COLOR=white]Trust me – it isn’t just cosmetic, or superficial. Something pretty significant happened.[/COLOR][/SIZE][/FONT] [/QUOTE]
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