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<blockquote data-quote="Ed Cha" data-source="post: 1255856" data-attributes="member: 10972"><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">Just start them off right with a good, simple game. D&D with all its rules (especially 3.5) can be very confusing to new players. Also, I think adults may have a different learning pattern than children which may make it in some ways easier to teach them how to play, but more difficult to grasp the concept of make-believe as fun. </span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">Do not provide a lengthy handout, but rather a short description of your setting. Instead, try to focus on bringing the world to life during your game sessions. You should try to appeal to each player's interests whether it be combat, puzzle-solving, mystery, romance, or heroism. It's important to try to engage them by getting their PCs involved in the world, particularly through their relationships with individual NPCs. Work with them to build a story together. </span></p><p><span style="font-family: 'Arial'"></span></p><p><span style="font-family: 'Arial'">If I may, I'd like to recommend my book "World of Whitethorn 1A: The Hamlet of Thumble". It includes a basic adventure setting and a very helpful GM Tips section with articles like "Starting a New Game", "How to Keep Role-Playing from Becoming Roll-Playing", and "12 Signs of a Good GM".</span></p></blockquote><p></p>
[QUOTE="Ed Cha, post: 1255856, member: 10972"] [FONT=Arial] Just start them off right with a good, simple game. D&D with all its rules (especially 3.5) can be very confusing to new players. Also, I think adults may have a different learning pattern than children which may make it in some ways easier to teach them how to play, but more difficult to grasp the concept of make-believe as fun. Do not provide a lengthy handout, but rather a short description of your setting. Instead, try to focus on bringing the world to life during your game sessions. You should try to appeal to each player's interests whether it be combat, puzzle-solving, mystery, romance, or heroism. It's important to try to engage them by getting their PCs involved in the world, particularly through their relationships with individual NPCs. Work with them to build a story together. If I may, I'd like to recommend my book "World of Whitethorn 1A: The Hamlet of Thumble". It includes a basic adventure setting and a very helpful GM Tips section with articles like "Starting a New Game", "How to Keep Role-Playing from Becoming Roll-Playing", and "12 Signs of a Good GM".[/font] [/QUOTE]
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