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General Tabletop Discussion
*Dungeons & Dragons
So I made a 5 page abridged version of the D&D rules to introduce new players
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<blockquote data-quote="LordEntrails" data-source="post: 7085298" data-attributes="member: 6804070"><p>I have found that it is really not as difficult as you make it seem. I've taught kids as young as 6 to play as well as many teenagers and adults of all intellectual levels.</p><p></p><p>The mistake that maybe you and other make is trying to explain everything. Don't. Don't explain the character sheet. Don't explain the available combat actions. Don't explain what an action is. Don't explain. Play.</p><p></p><p>"Ok, here's your character sheet. She's a elven wizard. Here are some of the spells she knows and here's what she carrying. Take just a second to look it over."</p><p></p><p>(Once everyone has their character sheets, you start)</p><p></p><p>"So, you live in this small farming village called Telair. It's a peaceful place on the edge of the Riverlands Kingdom. But that never really seems of much importance because though you hear stories of the King and the lords, you never seen them as Telair is on the end of a long road that goes nowhere but here. I want each of you to tell me one or two things about yourself (your character) and in character introduce yourselves to the others and figure out if you grew up here or are a traveler."</p><p></p><p>Encourage a little role-play. Help them out. Describe the village hall and anything else they ask about. Then get ready to start the adventure.</p><p></p><p>"The sun is well set, dinner has been eaten, and even those who have chosen to drink a mug have finished and headed home. Children are asleep and only a handful of the adults are still awake flirting or otherwise indulging in their youth. It is then that the peace of the night is shattered by a woman’s piercing scream from the north. The scream is quickly followed by the blowing of several hunting horns and a dozen guttural war cries. What do you do?"</p><p></p><p>See? Now you are playing. The players are involved. They don't care about the rules, and they don't need to at this point. Just keep asking them "what do you do?" And then telling them the consequence or impact based on your knowledge of the rules.</p><p></p><p>Such as:</p><p>"I put on my armor and grab my sword!"</p><p>"Great, putting on your armor by yourself is going to take a couple of minutes. Do you want to take that long or go outside with just your sword?"</p></blockquote><p></p>
[QUOTE="LordEntrails, post: 7085298, member: 6804070"] I have found that it is really not as difficult as you make it seem. I've taught kids as young as 6 to play as well as many teenagers and adults of all intellectual levels. The mistake that maybe you and other make is trying to explain everything. Don't. Don't explain the character sheet. Don't explain the available combat actions. Don't explain what an action is. Don't explain. Play. "Ok, here's your character sheet. She's a elven wizard. Here are some of the spells she knows and here's what she carrying. Take just a second to look it over." (Once everyone has their character sheets, you start) "So, you live in this small farming village called Telair. It's a peaceful place on the edge of the Riverlands Kingdom. But that never really seems of much importance because though you hear stories of the King and the lords, you never seen them as Telair is on the end of a long road that goes nowhere but here. I want each of you to tell me one or two things about yourself (your character) and in character introduce yourselves to the others and figure out if you grew up here or are a traveler." Encourage a little role-play. Help them out. Describe the village hall and anything else they ask about. Then get ready to start the adventure. "The sun is well set, dinner has been eaten, and even those who have chosen to drink a mug have finished and headed home. Children are asleep and only a handful of the adults are still awake flirting or otherwise indulging in their youth. It is then that the peace of the night is shattered by a woman’s piercing scream from the north. The scream is quickly followed by the blowing of several hunting horns and a dozen guttural war cries. What do you do?" See? Now you are playing. The players are involved. They don't care about the rules, and they don't need to at this point. Just keep asking them "what do you do?" And then telling them the consequence or impact based on your knowledge of the rules. Such as: "I put on my armor and grab my sword!" "Great, putting on your armor by yourself is going to take a couple of minutes. Do you want to take that long or go outside with just your sword?" [/QUOTE]
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So I made a 5 page abridged version of the D&D rules to introduce new players
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