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Starting a new campaign, with new players
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<blockquote data-quote="SiderisAnon" data-source="post: 5300321" data-attributes="member: 44949"><p>For an introduction game, I would not have them make their own characters. You create the characters. If you want to get them interested in the game, don't bog them down with the rules, math, and time consumption of character creation.</p><p></p><p>Then those who want to stay will get to create their own characters once you start the campaign.</p><p></p><p>When you run your introductory adventure for people who haven't played before, start simple and keep things focused. My suggestion would be: </p><p></p><p>First, have a small scene or roleplaying where they find out what the problem is. Give them the idea of being in character.</p><p></p><p>Second, have a small bit of exploration and description where they get into whatever the area is. Get them into the feel of describing what they do and asking more questions. Trying to find a way into a ruins is an example.</p><p></p><p>Third, have a quick combat in a small space. Choose weak opponents that the PCs can take out without risking a quick death. The small space is so there's not a lot of worry about tactical movement, just getting the idea of combat dice rolling. An entry room or a tavern are good.</p><p></p><p>Fourth, have a series of encounters that can be dropped without hurting the story. With a new group, you never know how much you're going to get through. These fill up the session between steps 3 and 5.</p><p></p><p>Finally, have a big encounter with the boss that has lots of cool factor. Use an interesting room, have lots of descriptions for abilities and actions, and otherwise make it a big, climatic scene. Don't overdo the number of opponents (unless they're 1 hit point cannon fodder) because you don't want to overload the combat newbies.</p><p></p><p></p><p>As for handouts, anything longer than one side of one piece of paper simply won't be read by most people. (And there are plenty of gamers who won't even read that.) Any campaign handout should be designed purely for the GM's entertainment and in the hopes that someone actually reads it.</p></blockquote><p></p>
[QUOTE="SiderisAnon, post: 5300321, member: 44949"] For an introduction game, I would not have them make their own characters. You create the characters. If you want to get them interested in the game, don't bog them down with the rules, math, and time consumption of character creation. Then those who want to stay will get to create their own characters once you start the campaign. When you run your introductory adventure for people who haven't played before, start simple and keep things focused. My suggestion would be: First, have a small scene or roleplaying where they find out what the problem is. Give them the idea of being in character. Second, have a small bit of exploration and description where they get into whatever the area is. Get them into the feel of describing what they do and asking more questions. Trying to find a way into a ruins is an example. Third, have a quick combat in a small space. Choose weak opponents that the PCs can take out without risking a quick death. The small space is so there's not a lot of worry about tactical movement, just getting the idea of combat dice rolling. An entry room or a tavern are good. Fourth, have a series of encounters that can be dropped without hurting the story. With a new group, you never know how much you're going to get through. These fill up the session between steps 3 and 5. Finally, have a big encounter with the boss that has lots of cool factor. Use an interesting room, have lots of descriptions for abilities and actions, and otherwise make it a big, climatic scene. Don't overdo the number of opponents (unless they're 1 hit point cannon fodder) because you don't want to overload the combat newbies. As for handouts, anything longer than one side of one piece of paper simply won't be read by most people. (And there are plenty of gamers who won't even read that.) Any campaign handout should be designed purely for the GM's entertainment and in the hopes that someone actually reads it. [/QUOTE]
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