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<blockquote data-quote="TarionzCousin" data-source="post: 5603185" data-attributes="member: 31304"><p>Start with as few rules as possible. Don't plan a combat session until she is comfortable with the d20 basic mechanic.</p><p></p><p>When teaching RPG's to people with zero gaming experience, I do this:</p><p><span style="color: DarkOrange"></span></p><p><span style="color: DarkOrange">1. Start with who their characters are.</span> Have them choose from a relatively small list of pre-generated characters, such as "The noble and valiant warrior out to protect the innocent; the sneaky elven thief who owes money to the loan sharks; or the wizard's halfling apprentice who is out to prove that he/she isn't a wimp."</p><p></p><p><span style="color: DarkOrange">2. Play a story. </span>Have their characters interact with NPC's and just wander around the village/castle. Don't introduce plot hooks yet or prod them to make big decisions. They need time to accustom themselves to playing in character.</p><p></p><p><span style="color: DarkOrange">3. Set the Hook. </span>Give them something interesting. A missing child is a classic. The villagers are upset and ask the PC's to help. </p><p></p><p><span style="color: DarkOrange">4. Introduce one mechanic. </span> While investigating, have them use a skill or something that involves a d20. The easiest one I've found is "Sense Motive" while talking to an NPC. Of course, the NPC is lying. You'll need to roleplay the NPC to give them a hint that he's not quite telling the truth. Then tell them their options, one of which should be to make a Skill Check. </p><p></p><p><span style="color: DarkOrange">5. Solve the Problem.</span>A short jaunt to the abandoned caves outside of the village determines that a small band of kobolds has the missing kid. Combat should be short and sweet. In this example, I would have the last living kobold whine about how they "bought the child fair and square!" If you have time, the PC's can learn about which villager "sold" the kid to the kobolds and go to confront him/her. </p><p></p><p>In general, the fewer things one has to learn at a time, the easier it is to learn. Build upon what they know. Use as few mechanics as possible. Don't have them build a character, pick their skills, spells, weapons, gear, etc. Many people would be find doing all that, but you are much more likely to succeed with inexperienced gamers getting them hooked on the fun of the game first.</p><p></p><p>Why yes, I was a teacher. How did you know? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="TarionzCousin, post: 5603185, member: 31304"] Start with as few rules as possible. Don't plan a combat session until she is comfortable with the d20 basic mechanic. When teaching RPG's to people with zero gaming experience, I do this: [COLOR="DarkOrange"] 1. Start with who their characters are.[/COLOR] Have them choose from a relatively small list of pre-generated characters, such as "The noble and valiant warrior out to protect the innocent; the sneaky elven thief who owes money to the loan sharks; or the wizard's halfling apprentice who is out to prove that he/she isn't a wimp." [COLOR="DarkOrange"]2. Play a story. [/COLOR]Have their characters interact with NPC's and just wander around the village/castle. Don't introduce plot hooks yet or prod them to make big decisions. They need time to accustom themselves to playing in character. [COLOR="DarkOrange"]3. Set the Hook. [/COLOR]Give them something interesting. A missing child is a classic. The villagers are upset and ask the PC's to help. [COLOR="DarkOrange"]4. Introduce one mechanic. [/COLOR] While investigating, have them use a skill or something that involves a d20. The easiest one I've found is "Sense Motive" while talking to an NPC. Of course, the NPC is lying. You'll need to roleplay the NPC to give them a hint that he's not quite telling the truth. Then tell them their options, one of which should be to make a Skill Check. [COLOR="DarkOrange"]5. Solve the Problem.[/COLOR]A short jaunt to the abandoned caves outside of the village determines that a small band of kobolds has the missing kid. Combat should be short and sweet. In this example, I would have the last living kobold whine about how they "bought the child fair and square!" If you have time, the PC's can learn about which villager "sold" the kid to the kobolds and go to confront him/her. In general, the fewer things one has to learn at a time, the easier it is to learn. Build upon what they know. Use as few mechanics as possible. Don't have them build a character, pick their skills, spells, weapons, gear, etc. Many people would be find doing all that, but you are much more likely to succeed with inexperienced gamers getting them hooked on the fun of the game first. Why yes, I was a teacher. How did you know? :p [/QUOTE]
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