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white wolfs new Vampire: The Requiem
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<blockquote data-quote="Henry" data-source="post: 1726828" data-attributes="member: 158"><p>I hope your don't mind, Bloodphantom, but I edited your post to put a white wolf icon on it, to make it easier to track. I highly recommend that, in fact, to anyone with a non-d20 thread, based on a discussion in meta.</p><p></p><p>------------</p><p></p><p>As for Psion's point, I agree - you can't MAKE someone do anything. However, if someone's interested in pitching a new system to the group, the burden falls on them to make it fun. Any time I want to have our gaming group try a new game, I put in the same kind of effort as a one-shot at a gameday.</p><p></p><p>1. I make up pre-generated characters, with interesting abilities that showcase the system. I give them a one or two sentence description, the kind that a movie character would get in a promo.</p><p>2. I come up with maps and props for the adventure that attract the players' interest.</p><p>3. I come up with a simple goal-oriented adventure that can be finished in a single 4 to 6 hour session.</p><p></p><p>It's a lot of work, but what you've done is remove the veneer of "learn a new system, learn character creation, learn the goals of the game" - and stripped it down to its bare essentials of roleplaying: Role-assumption and having fun with friends. Past that, it's up to your skills as a DM and the system's strengths to make new converts to the system. And I have often found that, if people first experience with a new game is memorable, they will go out of their way to learn more about it, pick up the materials, slog through rules of moderate complexity, etc. - just based on that first impression. </p><p></p><p>But it's up to you to give them that first taste of a fun new system.</p></blockquote><p></p>
[QUOTE="Henry, post: 1726828, member: 158"] I hope your don't mind, Bloodphantom, but I edited your post to put a white wolf icon on it, to make it easier to track. I highly recommend that, in fact, to anyone with a non-d20 thread, based on a discussion in meta. ------------ As for Psion's point, I agree - you can't MAKE someone do anything. However, if someone's interested in pitching a new system to the group, the burden falls on them to make it fun. Any time I want to have our gaming group try a new game, I put in the same kind of effort as a one-shot at a gameday. 1. I make up pre-generated characters, with interesting abilities that showcase the system. I give them a one or two sentence description, the kind that a movie character would get in a promo. 2. I come up with maps and props for the adventure that attract the players' interest. 3. I come up with a simple goal-oriented adventure that can be finished in a single 4 to 6 hour session. It's a lot of work, but what you've done is remove the veneer of "learn a new system, learn character creation, learn the goals of the game" - and stripped it down to its bare essentials of roleplaying: Role-assumption and having fun with friends. Past that, it's up to your skills as a DM and the system's strengths to make new converts to the system. And I have often found that, if people first experience with a new game is memorable, they will go out of their way to learn more about it, pick up the materials, slog through rules of moderate complexity, etc. - just based on that first impression. But it's up to you to give them that first taste of a fun new system. [/QUOTE]
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