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Roleplaying Tips Weekly E-Zine Issue #65
How To Introduce New People To Roleplaying
Contents:
This Week's Tips Summarized
How To Introduce New People To Roleplaying
- Send Out Invitations
- Chat About Your Hobby
- Invite Spouses & Girl/Boyfriends
- Organize An "Introduction To RPGs" Workshop
- Invite People To Watch
- Spread The Word Using The Internet
- Be Open To Answering Questions
- Hook Them With The Story -- Not The Dice
- It's a Cooperative Game
- Reminisce About Great Campaigns
Readers' Tips Summarized
- Using Miniatures/Props To Enhance Cinematic Gameplay
- Multi-Tasking Through Non-Linear Play
- Tips For Converting A Fantasy Novel Into A Campaign
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A Brief Word From Johnn
Thanks For the Great Tips!
I thought this would be a tricky issue to write because I
was stumped for ideas on introducing new people to our
favorite hobby. But, through last week's Tip Request, we
have enough great tips now to fill two issues! Thanks, you
guys and gals are awesome.
I decided to split your tips up into two categories/issues:
- How to introduce new people to roleplaying (this week's issue)
- How to get new people hooked on roleplaying (next week's issue)
Through Thick & Thin
My group is finally gaming again tonight after a few
consecutive cancelled sessions. I was getting pretty
frustrated coordinating schedules and game dates only to
have them cancelled last-minute. The solution for me was a
player, Dan M. (thanks Dan!), stepping up and getting the
job done.
So I urge you, if your campaign is going through a bumpy
period right now, stick with it. Look for alternate
solutions and enlist your players' help--they want to play
as much as you do.
Warm regards,
Johnn Four
johnn@roleplayingtips.com
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How To Introduce New People To Roleplaying
- Send Out Invitations
From: Ian M.
Hi Johnn,
I have been part of a fairly insular group for 20+ years,
but my wife bought me the new Star Wars RPG for Valentine's
Day, and I am thinking of running a game with all new
players.
I identified several people who might want to give
it a try, and I have made up a flyer with several pics from
the movies and made up my own captions, e.g. the scene where
Luke first gets his hands on a lightsaber with the caption
"hey, Hey, WATCH it with that thing!".
The text of the flyer is really an invitation. It starts
out "YOU ARE INVITED ..." with all the time and place stuff.
And then it goes on: "Okay, don't freak out on me here.
This isn't a Star Wars party--it's much worse than that.
You're being invited to play a game. Ever hear of Dungeons
and Dragons? Good. We're not playing that. But we are
going to play a role playing game; the Star Wars Role
Playing Game. Now, you might be thinking "role playing
games are NOT for me." Relax! No offense taken. Just RSVP
by saying "No way, man!" Or you might be thinking "well,
maybe I could try it, but I don't expect to LIKE it."
Great! If you don't like it, there is no obligation to keep
playing in later game sessions. (Though that IS how these
games work--if enough people are interested, we would
schedule another session and pick up where we left off.)
It's also okay to ask questions. There, now was that so bad?
If you decide to come, please bring a snack or soft drink to
share."
One more thing: I don't expect to get everybody
I send the invitation to...[but] if you can
educate people in a non-threatening way, they will be that
much more open to trying it.
Johnn's 2 cents:
An invitation is a great idea! Paper or email based. It
allows you to ask people in a safe way. And people can
digest the information privately as they read it, there's no
peer pressure to judge things.
I like Ian's use of humour in his invitation as well. If you
can laugh at yourself it shows confidence, which new players
will pick up on and feel good about.
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- Chat About Your Hobby
From: Markus W.
Keep talking about your favourite hobby. Use every possible
opportunity to tell the people you know of your exploits in
the world of role-playing. Emphasize the stories and the
adventures and the characters, not rules or systems.
Johnn:
If someone asks what you did last night, tell them you were
playing a game with some friends. The person will probably
ask "what game?" and you then have the option to chat about
your hobby.
When chatting about roleplaying, leave out game-lingo.
Adding to Markus' tip, also emphasize the fun everyone had
at the table. Tell the person if anyone laughed 'till pop
came out of their nose, or if anyone got so excited they
fell off their chair type of stories. People respond well to
"fun and games" conversation.
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- Invite Spouses & Girl/Boyfriends
From: Markus W.
Now this is a risky one: make your players bring their
girl/boyfriends, wives or husbands. Admittedly many people
in relationships have problems differentiating between
player and character, and consequentially cause atmospheric
disturbances.
If, however, both can take pleasure in role-playing
together, you've won a new player who will certainly be a
regular! The advantage is that no partner will ever moan
about the other spending too much time role-playing anymore.
I introduced my wife to role-playing myself and now she is
as hooked as I am, with no damage done to our relationship.
Johnn:
If your group doesn't mind, try to invite spouses and
friends to watch for a little while so that they better
understand what you do and why you like it. They'll feel
more comfortable about spreading the word for you too.
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- Organize An "Introduction To RPGs" Workshop
From: Maarten van B.
I GM'ed for several years in high school, but stopped when I
went to study abroad. A year or two after I came back, I
wanted to get started again, but I wasn't acquainted with
any roleplayers at that time. I knew a few friends who
played RPGs on the computer, or who had read Lord of the
Rings, but none of them had ever heard of roleplaying games
such as we discuss here.
So what I did was actually quite simple: I designed a nice
flyer, with a small but varied selection of fantasy pictures
(battle, magic, elves etc.), added a few hopefully inspiring
lines of text in the spirit of "Ever wanted to know what it
would be like to..." (fill in the blank: live the life of an
elf, beat a powerful dragon, save a captured princess from
an evil sorcerer etc.) and announced that I would be holding
a Roleplaying Game Day two weeks from then. The programme
for that day was quite simple:
| 10:00-11:00 |
Welcome drinks and a chance to ask preliminary questions |
| 11:00-11:30 |
Introduction to RPG by the GM (that would be me) |
| 11:30-13:30 |
Workshop 1: Creating a fantasy character (simplified system) |
| 14:00-16:00 |
Workshop 2: Living in a fantasy world (a shorty introductory adventure with the earlier created or a pre-made character). |
| 16:00- 18:00 |
Movie (which in my case, we never got around to) |
7 people showed up: a few of my friends, and a few of their
friends as well; they really enjoyed making characters and
they enjoyed the following adventure even more.
I hope this works for others as well.
(Tip: it's also important to gear your flyer and your
workshops towards the type of campaign you intend to run.)
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- Invite People To Watch
From: Samir
When my gaming group gets low due to attrition (people
moving away) I usually ask the players to ask around their
work place for new players. Most of the time they come in
with a new person or two and about 1/2 the time the person
stays with the group.
99% of the time a new person will state that they are only
there to watch. However, having been a GM/player for over 20
years I have determined that being a spectator of a tabletop
game is boring. I try to have a character ready for any
visitor to play.
Johnn:
This is a *great* way to get new people involved with your
favorite hobby. Asking them to watch is a safe way for them
to learn what it's all about. It's "try before you buy".
I have started many watchers off by asking them to play a
minor NPC an hour or two in the game--an NPC I've
specifically planted for the purpose. I kept the NPC simple
yet interesting (i.e. a strong character hook) and gave them
a quiet personality to help the player feel comfortable.
Please ask your players before inviting people to watch
though. Some groups may feel uncomfortable roleplaying in
front of spectators. If this is the case, try having a
"test" watcher--someone the whole group knows and feels
comfortable with. Ask the players after the session if
having a spectator bothered them at all. If not, ask them
if you can invite a newbie.
It also really helps to seat watchers beside good
roleplayers, or players who have a lot of fun at games--
their enthusiasm will be contagious.
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- Spread The Word Using The Internet
From: Joel M.
Use those handy online resources. My situation came about
because I was unable to find a role-playing group in the
area and I used a message board that I take part in to
recruit players. Since we're scattered around the world we
play over IRC once a week. I specifically mentioned in my
recruitment that no experience with the game was needed to
play. The advantage to doing it this way is that you can get
your message out to a lot of people who do not typically
play role-playing games and it beats hassling the people you
know who don't play or random strangers trying to recruit
new players.
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- Be Open To Answering Questions
From: Heather Grove
http://www.burningvoid.com
An excerpt, with permission, from The Burning Void
Roleplaying Resources Newsletter, Volume 1, Issue 6, Make
the New Guy Welcome:
If someone asks you about roleplaying, take a few minutes to
answer her questions. We roleplayers can get defensive
sometimes (with good reason, admittedly), and we can confuse
a genuinely interested party with someone who just wants to
ridicule us. Not to mention that some of the people who
think they just want to ridicule us actually find the hobby
interesting once they know more about it. Reacting badly
doesn't make other people want to learn more.
Try to be polite to people who show an interest in your
hobby. You don't have to game with every one of them. You
don't have to spend all of your time explaining things to
them. Just don't make them think of all roleplayers as
snobbish and irritating. You might collect a few links to
web pages that you think explain things well, and give those
to people who ask you questions you don't have time to
answer.
If you're interested and have free time, make yourself
available to answer people's questions.
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- Hook Them With The Story -- Not The Dice
From: Benedira
http://www.sanguinus.com
Hook them with a piece of a story, just like book jackets
and movie trailers do. Don't talk about dice or numbers or
character sheets. [For example, on an invitation]...give
them a short but catchy cliff-hanger and then ask what
they'd do. People buy books to see what happens next, and
trailers get them to the movies to see what happens next -
it will work the same way with RPG's.
Some friends and I tried this at a sci-con one year, to
recruit players for a LARP game that wasn't exactly science
fiction. We knew we wouldn't have enough players, and that
we'd need to recruit more. We got a package of business card
stock from a local office supply house, then proceeded to
type up 40 blurbs about potential characters. Every one that
stopped by our table got handed one of these cards, with an
invitation to play. Of the forty we handed out, 28 came to
play. Only two of them asked for different cards.
The secret (I think) was that we didn't use role-playing
words, or terms the people wouldn't understand. We used
common words just like authors would on the back of a book
cover, and always ended it with the question 'What do you do
now?' It worked great, and a lot of the new players were
asking where they could find out more about the game.
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- It's a Cooperative Game
From: Suní M.
Recently me and some of my friends heard about D&D. We
unfortunately only had the source books and had no-one who
had experience to help. I am the DM and I have never played
before now. But, I know one of the things you really need to
show someone who's just starting is that this is not a game
you "Win".
Try and show them how the game is a lot like real life
without a final big boss to beat and the like.
Johnn: this is a great point because many people
specifically enjoy party or group games vs. winner-takes-all
games. And many people do not realize that you can make
roleplaying a 100% co-operative and social game to enjoy
with friends.
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- Reminisce About Great Campaigns
From: Michael
Have fun reminiscing like we roleplayers always do, but
around your non-playing friends. When they hear a story or
two, and the cheer in your voices, they are going to want to
know more.
If they are a fantasy or sci-fi fan tell them the story of
your whole campaign. Sure this may take a few hours, so this
is especially good to do during long car rides, but start
where the campaign really got exciting and tell it up to the
present or all the way to the end.
After hearing the whole amazing story from a veteran player
they will be primed to join in if they have any interest at
all. Otherwise your game probably isn't for them. If
possible, have the player tell the story since they are more
likely to present it like a good book because they only
remember the exciting parts. Gamemasters tend to be bogged
down in details and are full of stories about what the
players missed, or couldn't figure out.
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Next Week's Tip Request:
"Character Questionnaires"
Next week will be part II of the new roleplayers' series, as
mentioned in the Brief Word From Johnn section. Any more
tips on "How To Get New People Hooked On Roleplaying" are
welcome!
I thought I'd also skip ahead and request tips for Issue
#67: Character Questionnaires. Background and personality
type questions:
- Sample questions
- Links to web pages with questions
- How do you use these kinds of questions in your campaigns?
Send your tips and ideas to: johnnn@roleplayingtips.com
Thanks!
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Readers' Tips Of The Week:
- Using Miniatures/Props To Enhance Cinematic Gameplay
From: KahnB
www.rollenspiel-club.de
Hi Johnn!
Once more I tip my hat to you for the great work you do on
the roleplaying tips weekly! They are great!
A little anecdote about how miniatures or tokens can enhance
game play, not only for tactical, but also cinematic
reasons:
During a session we played, my player went into a large
chamber, with a firepit in the center of the room. A huge
flame was burning in the pit. We put a burning candle (like
the ones you put in the little lanterns on graves) in the
middle of the floorplan to show where the pit was.
In fact, the flame was a fire elemental that attacked the
group when they opened a treasure chest (I think this was a
Dungeon Magazine Adventure by Jeff Grubb). A fight broke out
and finally the players killed the elemental.
When the player landed his deadly blow, I didn't tell them,
the fire elemental's dead, I just got up and extinguished
the candle... Cool effect! At first, they needed a second to
realize, what's up, then I heard a relieved sigh and one
player's voice: "It's dead, we extinguished it...." And
after that, everyone burst into laughter. It was a close
fight, and the ritual act of extinguishing the candle really
gave it the final, cinematic touch.....
- Multi-Tasking Through Non-Linear Play
From: Damien W.
Thanks for the newsletter. Great work!
On topic now. I'd like to mention an aspect of multitasking
that people might not have noticed. The real world isn't
linear! Things don't happen in order, and they don't line up
for your attention. This is a particularly useful insight
for cinematic combat.
Think about an action movie. In an exciting scene, where the
heroes are beset by numerous perils at once, we have only a
single viewpoint - but we still manage to observe all the
significant action. How? Because the camera skips the bits
we don't need to see. It's an idea that can apply to gaming,
particularly in a game where the rules are loose enough that
the player's aren't in full control. The GM can focus player
attention from one crisis to another, partially resolving
one situation or leaving a cliffhanger to shift to a
different character or action.
Imagine a group of (fantasy) heroes in combat on a
mountainside chock full of cliffs and chasms and bad guys.
[The GM]...breaks down the action, using the 'movie
viewpoint' idea. The GM describes the scene for all the
players, and gets their initial reactions.
At this point he picks one player and deals with their
actions - not for a single 'turn', but for two or three or
five turns, or as long as is appropriate. If the action is
likely to be resolved without needing input from other
players, don't shift attention until the action is
completed. Instead, make the other players the audience, get
them to share the excitement that the acting player feels.
First, the players see the bad guys on the cliff path.
Warrior types charge, the thief type climbs and sneaks
around the flank, the wizard type starts to cast a spell.
Bad guys prepare weapons and shoot arrows. At this point,
focus attention on the two PC warriors, and fight a few
rounds of combat. Ignore the other PCs until something
changes - such as the enemy thief-type preparing to jump the
warriors from above. Here's your cliffhanger - tell the
warrior players about the threat, but don't let them act on
it, because their characters haven't been warned. Now it's
the rogue PC's turn. Run some rounds of climbing and
sneaking checks, then have him discover the enemy ambusher
at the pivotal moment. You can bet that the fighter PCs will
be cheering the thief PC on as he out-sneaks the enemy
sneaker.
It's a balancing act. Player actions will affect each other,
so one player can't get too far ahead in time. Also, you
can't spend too long on one person, or attention will wane.
And it's a multitasking challenge. But properly handled,
this system can add a lot of unpredictability and excitement
to combat. It works best in a system with inbuilt
flexibility (or with fluffy combat rules), or in a
systemless game.
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- Tips For Converting A Fantasy Novel Into A Campaign
From: Cayne
cayneblackhand@zdnetonebox.com
http://www.angelfire.com/bc/cayneblackhand
For those people that are so inclined, here is a 'novel' way
to run a campaign: take your favorite novel and run it in
your favorite game system.
Running a campaign based as closely as possible to the novel
can be VERY challenging though. I do not suggest that first
time GM's try this technique. Hopefully, I can assist in
smoothing out some rough spots in the mechanics and
planning.
- Select the story that you want to run carefully. Not
every novel/story is going to work for this task. You want
to choose a fast-paced novel with plenty of adventure.
For short campaigns, a stand alone novel may be the best
choice. If a large campaign is what you are after, then I
suggest a series of novels no less than three in number.
The largest factors in this process, in my opinion, is your
excitement level regarding the story and your familiarity
with the storyline. The single most important question one
must ask themselves is this: Am I interested enough in this
storyline to see it through to the end? If the answer is
yes, then away you go.
One piece of advice that I would like to stress. Whatever
you do, do not let any of your players read the storybook(s)
as you play them. Speaking from experience, there was a
fair amount of negative EXPs handed out to the player with
the big mouth in my campaign. Even a knowing grin from the
player can ruin a suspenseful moment for the other people
involved.
- Something that really helped me when I ran a story as a
campaign was note taking. What I did when I had selected my
story was to begin re-reading it. As I read the story over
again, I had on the table in front of me a large pad of
paper. As I read crucial points in the story, I made very
detailed notes on the circumstances.
Things that you might want to consider noting are:
- setting: where did the event occur?
- characters: who were the major characters involved?
- buildup: what lead to the occurrence? (refer to previous
notes for continuity)
- outcome: what important changes were brought about by the
situation?
- potential hooks: what factors work to allow you to leave
the game suspenseful?
Another thing that I did was to read a set limit of chapters
(depending on the author's choice of chapter length). This
enabled me to save my writing hand and also made it easier
to manage running the campaign.
As I planned to run the game once a week, I had a large
space of time to plan in advance. If you plan on running a
game more than once a week, prepare to spend a lot of time
reading.
Taking care as to where/when to stop the game night is very
important, as the author most likely leaves hooks at the end
of the chapters. Leave the Half-elf hanging by his
fingernails on the edge of a crumbling precipice while his
Gem of Godlike Powers falls out of his pocket and down into
the abyss. This will get your players foaming at the mouth
for the next game.
- Know your game system like the back of your hand. If
you plan to incorporate magic from the novel into your game,
knowing the system of choice could serve you very well in a
tight spot where you need to make an out of the blue
amendment/decision.
I alleviated that problem by not allowing any magic-users in
the party (which was all for the better since the main
magic-using character was the antagonist of the story).
Converting magic items is equally important in that certain
characters in your story may well own or receive a special
item throughout the course of the game.
Remember that if one character receives the lion's share of
items, it is due to the storyline and not favouritism. If
there are certain rivalries in the group (rivalries not
being a bad thing in themselves), you might want to
compensate for that by creating some minor items that would
not interrupt the continuity of the story.
Tip: If he does not get it in the story, do not give the
Half-elf the Gem of Godlike Powers unless you are prepared
to deal with it.
- Try to match your players' playing techniques with the
major qualities of the characters in the story. Make a list
with four columns. In the first column, place the
character's name. Column two is for the positive character
traits. Column three is for the negative aspects of the
character. The last column is for the player that best
suits that character.
For now, I hope that this will give you some helpful
suggestions to begin converting your favorite story into a
game that will run smoothly and keep both you and your
players excited. If you have any questions that you would
like to pose to me personally, you can send me an email.
For those that are curious, the story that I ran was Tad
William's 'Green Angel Tower' series. It was one of the
most amazing campaigns that I have ever run.
Happy gaming,
Cayne
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