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Starting a New Game with Complete Newbies
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<blockquote data-quote="Darklone" data-source="post: 1151342" data-attributes="member: 1372"><p>Ooook. I started a new group nearly two years ago now if I'm right... </p><p></p><p>Two players knew some D&D similar CRPGs, the other 6 didn't know anything at all about the game.</p><p></p><p>I played Wizards Amulet, a free adventure from Necromancergames and afterwards Crucible of Freya with the pregenerated characters.</p><p></p><p>Combats were held pretty easy... I did most of the stuff for them: They said what they wanted to do and I proposed the rules to achieve it and told them if it would be good or rather suicidal.</p><p></p><p>After these 4 evenings (game was sloooow), they made their own chars and we started a new campaign. Till then they knew which kind of character they wanted to play and I still helped with character creation (proposing feats from books they didn't know).</p><p></p><p>Especially the feats proved to be a problem, though I scarcely allowed any books except PHB and KPG. I usually allowed them to change feats later.</p><p></p><p>For spellcasters: I used mainly sorcerers... another player who joined later plays the only wizard and he's weird enough to learn the D&D magic system <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p>Just joking, nearly the whole group plays spellcasters now, I got a sorcerer derivate, one dwarf fighter/rogue, 2 druids, 2 clerics and the single wizard.</p><p></p><p>Tactics: I have a tendency to huge battles. Every now and then I introduce some opponents with new tactics. The players usually learn it fast that way.</p></blockquote><p></p>
[QUOTE="Darklone, post: 1151342, member: 1372"] Ooook. I started a new group nearly two years ago now if I'm right... Two players knew some D&D similar CRPGs, the other 6 didn't know anything at all about the game. I played Wizards Amulet, a free adventure from Necromancergames and afterwards Crucible of Freya with the pregenerated characters. Combats were held pretty easy... I did most of the stuff for them: They said what they wanted to do and I proposed the rules to achieve it and told them if it would be good or rather suicidal. After these 4 evenings (game was sloooow), they made their own chars and we started a new campaign. Till then they knew which kind of character they wanted to play and I still helped with character creation (proposing feats from books they didn't know). Especially the feats proved to be a problem, though I scarcely allowed any books except PHB and KPG. I usually allowed them to change feats later. For spellcasters: I used mainly sorcerers... another player who joined later plays the only wizard and he's weird enough to learn the D&D magic system :D Just joking, nearly the whole group plays spellcasters now, I got a sorcerer derivate, one dwarf fighter/rogue, 2 druids, 2 clerics and the single wizard. Tactics: I have a tendency to huge battles. Every now and then I introduce some opponents with new tactics. The players usually learn it fast that way. [/QUOTE]
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