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Starting a new campaign, with new players
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<blockquote data-quote="MadLordOfMilk" data-source="post: 5300285" data-attributes="member: 77691"><p>In a couple weeks, I'm going to be starting up a new campaign, with a number of players more or less new to the game. While a new campaign is nothing new to me personally, a few circumstances change things up a bit:</p><p></p><ul> <li data-xf-list-type="ul">I'll be running it at a weekly club at my university, so other campaigns will be starting up around the same time, with different systems.<strong> If at all possible, I'd like to get some play time in during the first session, so people can judge whether or not they like the game within the first session.</strong></li> </ul><p></p><ul> <li data-xf-list-type="ul">I have <em>no</em> idea of what sort of players I'll be getting.</li> <li data-xf-list-type="ul">Most of the players will be new to the game system (Classic D&D)</li> <li data-xf-list-type="ul">Some (possibly many?) may have never played a tabletop RPG before</li> </ul><p>This complicates my planning, especially on how to run the first session. One easy option is running a demo game; basically, have everyone roll up characters, run a demo adventure, and say "if you liked it, come back next week for the start of a campaign!" I'd rather get things rolling right off the bat, though.</p><p></p><p>The problem is, I'm not sure where to start, especially in terms of planning:</p><p></p><ul> <li data-xf-list-type="ul">I'd like to let the group decide on a general theme/tone of the campaign, but given it's primarily newbs who might not even know what they want, should I just pick a general tone/concept and stick them with it? If so, what would you all recommend for newbies?</li> <li data-xf-list-type="ul">I normally like to give out campaign handouts, but I don't want to overload newbies with too much information. Should I hand one out anyway? Forget about the handout? Wait a couple sessions? Hand it out and tell them it'll make more sense once they've played a bit?</li> </ul><p>(Though the questions above are my immediate/specific concerns, other advice would also be fantastic!)</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="MadLordOfMilk, post: 5300285, member: 77691"] In a couple weeks, I'm going to be starting up a new campaign, with a number of players more or less new to the game. While a new campaign is nothing new to me personally, a few circumstances change things up a bit: [LIST] [*]I'll be running it at a weekly club at my university, so other campaigns will be starting up around the same time, with different systems.[B] If at all possible, I'd like to get some play time in during the first session, so people can judge whether or not they like the game within the first session.[/B] [/LIST] [LIST] [*]I have [I]no[/I] idea of what sort of players I'll be getting. [*]Most of the players will be new to the game system (Classic D&D) [*]Some (possibly many?) may have never played a tabletop RPG before [/LIST] This complicates my planning, especially on how to run the first session. One easy option is running a demo game; basically, have everyone roll up characters, run a demo adventure, and say "if you liked it, come back next week for the start of a campaign!" I'd rather get things rolling right off the bat, though. The problem is, I'm not sure where to start, especially in terms of planning: [LIST] [*]I'd like to let the group decide on a general theme/tone of the campaign, but given it's primarily newbs who might not even know what they want, should I just pick a general tone/concept and stick them with it? If so, what would you all recommend for newbies? [*]I normally like to give out campaign handouts, but I don't want to overload newbies with too much information. Should I hand one out anyway? Forget about the handout? Wait a couple sessions? Hand it out and tell them it'll make more sense once they've played a bit? [/LIST] (Though the questions above are my immediate/specific concerns, other advice would also be fantastic!) Thanks! [/QUOTE]
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