Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
(Re)Introducing players to the RULES
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Odhanan" data-source="post: 2909180" data-attributes="member: 12324"><p>Start by running something that appeals to them, and then progressively make the game more about what you like. In other words, make their change easier on them: bring the game to them instead of bringing them to the game, so to speak.</p><p></p><p>For instance, you could start with something that involves more RP than tactics, like an investigation in a village, and then slowly introduce tactics in the game. First with a short combat involving a druid in the nearby wilderness to get clues as to what's going on, then with the second part of the adventure (finding the criminal(s)) that would involve an atmospheric dungeon crawl.</p><p></p><p>While in the dungeon crawl, describe things as to make them atmospheric and exciting. Describe smells, effects of light, dampness of the corridors, the spooky look of this or that thing. Don't spend minutes describing everything - it's a bit like creating good catch phrases for commercials: you can say a lot by using the right words and right tone/atmosphere.</p><p></p><p>During tactical combat, describe the actions of NPCs, the reactions of people to this or that action on the battlefield. The same way, create an atmosphere. The atmosphere makes it easier on your players to "digest" the tactical rules and choices.</p><p></p><p>As for the rules themselves, start with explaining AoO, and then introduce a special tactical choice per encounter or so. First a creature that grapples, then a big Ogre trying to sunder a weapon, and so on. You could encourage players to make cheat sheets or have some for you that you would lend to the PCs on occasion. </p><p></p><p>The whole thing is about gradually building on the experience they have to build on it and create a blend of styles satisfying to everyone rather than just "teaching them the right way" or trying to dismiss their previous experiences with RPGs.</p></blockquote><p></p>
[QUOTE="Odhanan, post: 2909180, member: 12324"] Start by running something that appeals to them, and then progressively make the game more about what you like. In other words, make their change easier on them: bring the game to them instead of bringing them to the game, so to speak. For instance, you could start with something that involves more RP than tactics, like an investigation in a village, and then slowly introduce tactics in the game. First with a short combat involving a druid in the nearby wilderness to get clues as to what's going on, then with the second part of the adventure (finding the criminal(s)) that would involve an atmospheric dungeon crawl. While in the dungeon crawl, describe things as to make them atmospheric and exciting. Describe smells, effects of light, dampness of the corridors, the spooky look of this or that thing. Don't spend minutes describing everything - it's a bit like creating good catch phrases for commercials: you can say a lot by using the right words and right tone/atmosphere. During tactical combat, describe the actions of NPCs, the reactions of people to this or that action on the battlefield. The same way, create an atmosphere. The atmosphere makes it easier on your players to "digest" the tactical rules and choices. As for the rules themselves, start with explaining AoO, and then introduce a special tactical choice per encounter or so. First a creature that grapples, then a big Ogre trying to sunder a weapon, and so on. You could encourage players to make cheat sheets or have some for you that you would lend to the PCs on occasion. The whole thing is about gradually building on the experience they have to build on it and create a blend of styles satisfying to everyone rather than just "teaching them the right way" or trying to dismiss their previous experiences with RPGs. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
(Re)Introducing players to the RULES
Top