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General Tabletop Discussion
*TTRPGs General
What should be ground rules for teaching new games?
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<blockquote data-quote="Inconsequenti-AL" data-source="post: 1736702" data-attributes="member: 6584"><p>I'm familiar with this one! I play in a large group - 6 players - and we quite often end up trying out new systems with just the one book.</p><p></p><p>We start with a brief explanation of the setting and then do a questions and answers sessions - easier than reading a lot of stuff, as long as everyones awake and vaguely paying attention. Good way to get character concepts?</p><p></p><p>Pre-genned characters can work, but we often spend a while on character creation - do a series of 1 on 1's with the DM. Explain what you want, they'll help you build it. After all, they're the one that knows the system. Meanwhile, everyone else chills out, plays some video games or watches a film. Often takes up a session with some of the more complicated games. But feel it's time well spent.</p><p></p><p>As a slight add in to simple plot, it ought to be one that showcases the setting properly... serves as a good pointer to what the campaigns going to be about. I agree that the rare or special bits of the system are not something for a first session - want to see the staple stuff. Also a good combat to get the idea of how that works.</p><p></p><p>We normally allow easy character changes during the first 4 sessions. Helps if someone is unhappy with their initial character creation choices...</p><p></p><p>Only thing that bugs me is if we go through this and the game fizzles after a half a dozen sessions. <img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /></p></blockquote><p></p>
[QUOTE="Inconsequenti-AL, post: 1736702, member: 6584"] I'm familiar with this one! I play in a large group - 6 players - and we quite often end up trying out new systems with just the one book. We start with a brief explanation of the setting and then do a questions and answers sessions - easier than reading a lot of stuff, as long as everyones awake and vaguely paying attention. Good way to get character concepts? Pre-genned characters can work, but we often spend a while on character creation - do a series of 1 on 1's with the DM. Explain what you want, they'll help you build it. After all, they're the one that knows the system. Meanwhile, everyone else chills out, plays some video games or watches a film. Often takes up a session with some of the more complicated games. But feel it's time well spent. As a slight add in to simple plot, it ought to be one that showcases the setting properly... serves as a good pointer to what the campaigns going to be about. I agree that the rare or special bits of the system are not something for a first session - want to see the staple stuff. Also a good combat to get the idea of how that works. We normally allow easy character changes during the first 4 sessions. Helps if someone is unhappy with their initial character creation choices... Only thing that bugs me is if we go through this and the game fizzles after a half a dozen sessions. :] [/QUOTE]
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What should be ground rules for teaching new games?
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