Hawke
Explorer
I have a group of 5 and 3 of whom aren't really wargamers/roleplayers at all - never played HeroClix or Warhammer or any other RPG out there. Totally unfamiliar with D&D... I'm trying to figure out how best to go about introducing them to the rules. The other 2 gamers played Star Wars Saga and various miniature games with me, so it shouldn't be a tough transition for them and I've already started in with some KotS quick start stuff to get them shifted over.
Here's a little gameplan and I wanted feedback/advice to reduce the major overwhelming impact:
1) Play a quick scenario with what I'd term "0 level characters" - essentially just your basic weapons against some bad guys with no powers except maybe for the leader with an AOE to understand how that hits. Try to get down the basics of turns, attacks vs AC (ignore the other defenses initially) opportunity attacks, movement, etc. Maybe give each player an at-will or encounter power on a card midway through combat as something to spend to do a little bit extra.
2) Prepare a D&D fluff explanation explaining gameplay (handouts combined with PHB references... maybe even a powerpoint) a little further with information about the races and classes in a very streamlined form. Include several pictures of the races as found. At this point explain the three kinds of powers (at-will/encounter/daily) and continue to flesh out combat rules with blast/burst, marking, and healing surges.
Prolly let the 3 players (a couple + one other) have their 2 PHBs at this point to do some on-their-own reading as they see fit, but I'm not counting on them learning too much beyond...also assign KotS pregens to each character and give them a copy of the shee next week or later that week or whatever:
3) Play through another little multi encounter adventure with the KotS pregens... let them all play a character and maybe encourage any switching of character control if they want midway through at a lunch break to get experience and hone in on what type of class/race they want to play.
4) At this point I'll assist each individually with rolling up a character and also perhaps have a little explanation about noncombat stuff and how the game "works" when it comes to exploration etc. . . with chars to be ready for the real adventure next week.
Thoughts? My only question is when to really hit home the roleplaying aspect... the non-combat stuff and how that stuff works and any tips. So far 4E has done more to explain to me how to DM than any other game I've ever seen and more to explain how the experience works to a nongamer than ever before. I do hope though that if I do things right I can get 3 people who've never considered playing that geeky D&D game into it and many nights of fun for them ahead...
Here's a little gameplan and I wanted feedback/advice to reduce the major overwhelming impact:
1) Play a quick scenario with what I'd term "0 level characters" - essentially just your basic weapons against some bad guys with no powers except maybe for the leader with an AOE to understand how that hits. Try to get down the basics of turns, attacks vs AC (ignore the other defenses initially) opportunity attacks, movement, etc. Maybe give each player an at-will or encounter power on a card midway through combat as something to spend to do a little bit extra.
2) Prepare a D&D fluff explanation explaining gameplay (handouts combined with PHB references... maybe even a powerpoint) a little further with information about the races and classes in a very streamlined form. Include several pictures of the races as found. At this point explain the three kinds of powers (at-will/encounter/daily) and continue to flesh out combat rules with blast/burst, marking, and healing surges.
Prolly let the 3 players (a couple + one other) have their 2 PHBs at this point to do some on-their-own reading as they see fit, but I'm not counting on them learning too much beyond...also assign KotS pregens to each character and give them a copy of the shee next week or later that week or whatever:
3) Play through another little multi encounter adventure with the KotS pregens... let them all play a character and maybe encourage any switching of character control if they want midway through at a lunch break to get experience and hone in on what type of class/race they want to play.
4) At this point I'll assist each individually with rolling up a character and also perhaps have a little explanation about noncombat stuff and how the game "works" when it comes to exploration etc. . . with chars to be ready for the real adventure next week.
Thoughts? My only question is when to really hit home the roleplaying aspect... the non-combat stuff and how that stuff works and any tips. So far 4E has done more to explain to me how to DM than any other game I've ever seen and more to explain how the experience works to a nongamer than ever before. I do hope though that if I do things right I can get 3 people who've never considered playing that geeky D&D game into it and many nights of fun for them ahead...