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Veteran player in with n00b groups

I guess this is all stemming from the frustration that I've only played D&D with a handful of people with the same "experience level" as myself, and they're not around.

But in the grand scheme, the original point of this thread was to see if others have had similar experiences with being the "old guy" in a group of young/new players and what they did and didn't do in and out of game.

If that makes any sense.
 

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You should be DMing a group. The game you now play holds no wonder or real challenge for you. Unless you can find a group of players with your same penchant for "advanced" characters, you won't be happy suppressing your ability to exploit the system. And I mean that in a good way, in that a group of "advanced" players with the right DM can really have a blast gaming together. It can be fast and loose with everyone on top of their game. I've run some one-shots at conventions and gamedays where I've had mostly or all "advanced" players and the amount of gaming that can be squeezed into three and three quarters hours with such a group is both impressive and rewarding for an "advanced" DM. ;)
 

How about ASKING the other players (especially the newbies) how much help they'd like from you. Tell them you've got a couple of options; you can offer NO advice, offer one or two pieces of advice when directly asked, or you can freely offer a lot of advice. See how they feel about it.

I agree with this. Letting the players know that you got experience may let them ask or come to you for advice. Encourage them to get into their roles their classes are designed to do.

For example, when I went to a con a few years ago, this one player didn't know how to run a rogue and basically played him as a straight up fighter by charging and attacking. We suggested that he go for flanks and so on and that those of us who were playing fighters would do what we could to set that up so when he attacked, he'd get his sneak attack.

The other thing is to suggest strategy whenever you're not in combat. For example, tell the players that you should band together to focus on one opponent at a time for challenging encounters and so on. Discuss your strategies.
 

Is it possible the other players are not letting you know their real feelings because they don't want a confrontation, especially with a more experienced player?

Having a character with capabilities that trump all other characters and then "pulling" that capability back (such as outshining the rogue) is tantamount to "letting the wookie win". It takes a very deft touch not to let the other person feel like you are not being condescending. (Sorry for the double-negative.)

The best move might be to start a new character that is on the same power scale as the other PCs. Maybe you and the DM can work out a scenario to hit your Warforged with his own personal Kryptonite and get killed? This would give you a perfect excuse to start a new character on the same power scale as the others. It would also serve to let the other players see that death can happen in game, even to the best of characters.
 

Re: Power level. I opted to re-jig the character and went Paladin 2/Monk 3. They needed someone mobile and who could dish out some hard hits before someone with fancy powers. I may yet consider changing Paladin to Psychic Warrior, as Paladin really doesn't offer me anything in the way of abilities due to my crappy Charisma. We have a Psion on the team now, and I'd hardly be stepping on her toes.
 


Half the other players are rank noobs. so probably don't care one way or the other. The other half are happy enough with their own characters and thus don't care one way or the other.

On the party, we have:
* Human Fighter
* Half-Elf Rogue
* Human Cleric of St. Cuthbert
* Tiefling Psion
* Catfolk Druid (recently moved in and will be there for the summer)
* Warforged Paladin 2/Monk 3 (Strongly thinking about full monk or PsiWar 2 in place of Paladin)

As an aside, the new players had to leave early, so the rest of us continued playing with each of us running one of the departed player's PCs. We got a lot more done in a few hours than we've got done over two sessions. I've noticed a few things about the game as is:

a) The new players really don't know how to build effective characters, and that's no surprise. The Rogue and Fighter were leveled from 1st, but the Cleric was given 3 levels and said "make whatever". He became ineffective against all of the monsters we've been fighting and has been unconscious more than actually playing, which is dull enough for him. The Rogue's skill points are all over the place. The Fighter, well, I don't think there's anything wrong with the character, but the player doesn't do more than move and fight; granted, that's what Fighters do, but the rest of the mob doesn't co-ordinate well.

b) The party is under-geared to challenge the monsters we've been facing thus far, mostly fiends and creatures with the fiendish template. I'm the only person on the team with a +1 weapon, and that's because I was permitted to 'buy' my starting gear.
This made for long, unnecessarily drawn-out fights. Our saving grace is the Psion with her Energy Ray... but she gets burned out after 2-3 combats. I'm starting to wonder if we actually need a Wizard on the party.

c) The DM has a hard time getting control of the table and gets frustrated as a result. I don't want to tell him how to DM, and I'm the 'new' guy in their circle of friends, so I don't want to step on toes, either. He also enjoys his seat of power the way we all did when we first started DMing, meaning he may be over-estimated his player's abilities and happy to throw in whatever combat "because it's kewl". I could be wrong and he may just be using whatever the random dungeon generator threw in, but every monster has had the fiendish template on this level and we ARE looking for a demon portal...

On the flip side, I'm plotting on possibly running a concurrent game for the people with more game experience. They all live together in a happy house, and three players is more than enough for a real deep game (I'm used to running solo games, so less people = better, IMO). I wouldn't be against running with the newer players at all, save that my style of DM'ing is compacting a complete adventure - plot-complication-resolution with fun RP - into a 5-hour session. It's been a few years since I've DM'd, and waaaay longer since I've run a 6-person group (last time I did, I was still in high school).

BUT, the current Dm has been talking about Pathfinder, and what a great way to introduce a new system... by having an experienced DM run some session in it!

Mwa haha... :)
 

Just play your character and let the other players do likewise. IMHO gaming with people who are fun to hang out with beats gaming experience every time. If these players are cool people and you enjoy thier company then just let them enjoy the game. System knowledge will come with time.
 

Into the Woods

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