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Roleplaying Tips Weekly E-Zine Issue #66
How To Get New People Hooked On Roleplaying
Contents:
This Week's Tips Summarized
How To Get New People Hooked On Roleplaying
- Help Prepare The New Player Beforehand
- Start With A One-On-One Session First
- Use Pre-Generated Characters & Jump Right In
- Use Visual Gaming Aids & Props
- Hook New Players Up With Veterans
- Help New Players Create A Vivid & Engaging Character
- Keep Initial Game Sessions Short & The Commitment Small
- Get An Idea Of A New Player's Style & Preferences
- Make The New Player Comfortable & Interested
- Make The New Character Comfortable
- Put A Cliff Hanger At The End
Readers' Tips Summarized
- Use Modelling Clay For Miniatures
- Clever Use For Wallpaper
- Fiction As Inspiration Tip
- Roleplaying Demonstration Story
- Always Keep Your Roleplaying Books In Sight
Return to Contents
A Brief Word From Johnn
Reader's Tips As Main Tips
I just wanted to get your feelings on the last two issues'
use of readers' tips as the main tips article. Specifically,
I'm thinking of issue length and tips brevity.
The readers who submitted their excellent feedback haven't
had the opportunity to write 60+ issues of tips. Therefore,
some entries take a little while to get to the main point--
which makes for longer issues. I do some editing, but it's
tough making changes without losing the flow of an entry.
My preference would be to take your tips and paraphrase, or
re-write them, and then give submitters credit and thanks at
the end. This also solves another problem: duplicate tips.
Whose do I publish? And it takes the pressure off of you
from having to write perfect prose. Just crank out your tip
and send it along.
So, what do you think? Can I use your tips as inspiration
for each issue and re-write them, or would you prefer that I
post them as-is? If I do re-write your tips and give you
credit, would you be less inclined to send in tips? That
would be a shame as you have a lot of collective knowledge
to share and help with! Let me know: johnn@roleplayingtips.com
Warm regards,
Johnn Four
johnn@roleplayingtips.com
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How To Get New People Hooked On Roleplaying
- Help Prepare The New Player Beforehand
From: Heather Grove
http://www.burningvoid.com
An excerpt from The Burning Void Roleplaying Resources
Newsletter, Volume 1, Issue 6, Make the New Guy Welcome.
[Read the whole article, republished with permission. Highly recommended!]
Make sure the new player understands what sort of game
you're running and is interested in it. You don't want to
bring someone in to play "Vampire: the Masquerade," only to
find out that he thought it was a variant of "AD&D" and is
quite miffed that he doesn't get to kill vampires with his
+5 sword. The caveat here is that just because a prospective
roleplayer only knows about "AD&D" doesn't mean he won't
enjoy "Vampire," or vice versa. Explain the differences to
him and let him decide whether he's interested.
Make sure the new player knows ahead of time what sorts of
things he should bring to the game. If he'll need his own
dice, tell him where he can buy some. Consider giving him a
small handful as a "welcome to the gaming group" gift (after
all, dice are cheap). If someone will be willing to loan him
some for a week or two until he knows whether or not he
likes this gaming thing, tell him so.
Give your new player a brief written or printed sheet of any
"house rules" you have. This includes rules of the game that
don't match those in the books you just told him to buy. It
also includes any rules like "don't use out of character
information in character," "if you bring food, bring some to
share," or "when you enter the gaming room, hop on your left
foot twice." Okay, maybe not! But you get the idea. Sit down
with your new player for five minutes and go through each
item just to make sure he understands them.
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- Start With A One-On-One Session First
From: Markus W.
Perhaps you may host a special session for an all-beginners
group. This will avoid the usual in-jokes, rule discussions
or technical terms from coming up, which will deter
newcomers. Afterwards, you may try to integrate those willing
to participate further into your group.
From: Jillian A.
I have always hooked new players by inviting them to check
it out and starting them off away from a gaming group. I
explain that it's like writing a story with several other
authors, but instead of everyone just deciding where the
story will go, every author takes one main character and
decides what they will do and what part they will play in
the story.
A lot of people who don't play roleplaying games seem to
think that pretending to be someone else seems silly, but
once I explain it is like writing a story, they seem to see
it a bit differently.
Once I have their interest, I keep them away from a gaming
group for a while. I take the time to help them create their
'main character' according to the laws of their universe
(game rules), encouraging them to add as many details and
nuances as they can come up with.
Once they have their character thought out, I show them how
to use a character sheet to quantify the character and how
to use it as a 'quick reference' for their character.
Once that's done, their first two adventures are completely
solo - just me and the new player, working with their
character and their character's personal story. Admittedly
this is a slow method, but it gives the new player time to
become accustomed to playing without the pressure of other
players. By the close of the second adventure, they are
usually eager to join the rest of the players.
From: Ivo, Nijmegen, The Netherlands
I would like to comment on the problem of getting new
players hooked on to the game, which in our case is AD&D.
Our group had the problem of people leaving and our gaming
group was becoming rather small, so I introduced one of my
friends to AD&D.
A lot of potential new players get scared because of the
'kill all enthusiasm with too many rules' effect, so I
decided to make a small extra adventure for just the new
player and one of the more experienced players.
I used and explained only the core rules and I emphasised
the roleplaying part. The newbie became more and more
excited because he noted that what he was doing really had
an effect on the surroundings he was in. The actions of the
more experienced player also showed him what was possible in
RPGs. This way he really got hooked on to the game and I
could introduce him to the campaign world.
Working with only two players was great because there was a
lot of one-on-one roleplaying and there was lots of time to
explain things.
Because it was only a small adventure there also wasn't any
time pressure.
Finally I could use the adventure myself as a training for
winging it ;). I don't know if making a sort of tutorial
works for everybody but in my case it worked very well.
From: Joshua L.
I never try to introduce people who are new to roleplaying
directly into a game. Once they want to try gaming, I
invite them over to get an introduction to gaming. I try to
have three people: the GM, the novice, and the best friend
the novice has, who already plays role playing games.
Hopefully, the friend and I have discussed ahead of time
what will happen, so we are "reading off the same page".
Then, I talk a little about role playing in general for 5-10
minutes. Then about the setting they will be in (maybe
another 5-10 minutes). Then I let them choose between two or
three (much simplified and shortened) character sheets.
While they choose, we discuss what the character sheets
mean, which takes 10-20 minutes. After they choose, I ask
them to customize their character by adding a few notes on
personality. (A simplified character sheet is key to their
understanding at this point in time.)
Then the three of us run a couple of scenes. In a "D&D"
type world, I usually play "Zombies in your basement", which
starts out with some human interaction, but ends up killing
a zombie.
From: Caeman
Gamers can be an eager bunch. Sometimes, too eager. We
enjoy what we do and do with it with much zeal. That zeal
can scare a new player who is timid about "acting" a persona
out.
Possibly the best intro game to run is a fantasy dungeon
crawl. Second to this is a super hero adventure. A dungeon
crawl doesn't require in-depth roleplaying to accomplish
since it is mostly action and caution. As for a super hero
adventure, we've all seen cartoons. Some of us read the
comic books. We all, at one time, dreamed of being able to
fly.
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- Use Pre-Generated Characters & Jump Right In
From: Seth J.
Just thought I'd take a second and share my Number One Rule
for introducing non-gamers to games of any sort, whether
they be RPGs, board games, or card games of any stripe: keep
their first exposure simple and accessible.
Don't take new players through the thirty-minute process of
writing up a character; have a character pre-generated. Save
your thousand-NPC battle for later in the campaign; design
an adventure that will introduce them to game concepts as
simply as possible. And of course, you should never, ever
kill off a first-time player. You may teach them that your
world is one of perilous adventure, but they'll quickly
teach you that they have better things to do on Game Night.
From: Samir
Now at any location we play in I require a computer to be
available with the proper Character Generator program so
that we can easily design and print out a character sheet
for new players. It looks more professional than the hand
written ones and prospective players are more apt to stay
when we use this tool.
From: Joel M.
Prepare them to jump right in. If the new players show up
and you spend the next two hours creating characters they're
going to be bored and not enjoy themselves. You have to
hook them right away. Explain what mechanics they need to
know and have them make their characters well in advance so
that when they get to the game you can start playing
immediately.
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- Use Visual Gaming Aids & Props
From: Ruben S.
The group I am in, L.A.R.P., ran a D&D 3E demo, and it went
really great. The deciding factor? My friends and I took a
"ton" of miniatures, and I borrowed a bunch of that nifty
dwarven forge dungeon stuff from a friend of mine. Set it
up, and voila, people came. And loved it.
I guess the bottom line is: use visual aids as much as
possible.
This may be a bit gimmicky, and a bit out of some people's
price ranges, but Dwarven Forge makes this great dungeon
tile set. They all fit together, are super customizable,
and really seem to draw people in.
One other thing that seemed to work. Be lenient on the
stats. And as far as D&D 3E goes? Use that character
generator. Nothing turns players off more than a
complicated set of character creation rules. I may be able
to make a character in about 10 minutes, but it takes new
players over an hour, and many of them just give up.
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- Hook New Players Up With Veterans
From: Rev. Tim M.
Having the presence of really good, experienced role
players sets a good example for the newbies. My old hands
are leading by example, and are definitely helping the
newcomers get into the game much more quickly than they
would otherwise.
[Johnn: As mentioned in Tip #2, veteran players are a great
help in making new players understand the concept, the rules
and the spirit of roleplaying. Try to sit new players
between your veterans at the game table.]
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- Help New Players Create A Vivid & Engaging Character
From: Angela R.
I have recently introduced my sister to role-playing. The
thing that interested her the most was the character
creation process. For old-hat role-players, I usually expect
them to do this on their own, including any background they
want to make. But for her first time, I walked her through
step by step and forced her to do the background as well.
The most helpful tool was a list of questions I found on the
net that were designed to assist a GM in creating a well-
rounded NPC, but I have encouraged my players to use it
themselves. As we went along, I would ask her the question
and give several ideas to help spark her imagination, but
then give her time to jot down her own ideas.
By the time we made it through the entire list, she had a
real person in front of her--someone that she was interested
in and wanted to see develop. In other words, before she
even played one session, I had her personally tied to a part
of the story. This process even sparked my own ideas for the
party, so I highly recommend anyone trying it.
From: Rhiaghnoz
Often I'm (enthusiastically) telling [new players] things
about the war-torn world, or just explaining the basics of
the game, like what RPing IS.
This gets them inspired. So after telling them those things
I jump on the case and ask them to take a character from a
favorite movie of theirs, just as a guideline to their own
PC, and think about what type of character they would like
to play.
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- Keep Initial Game Sessions Short & The Commitment Small
From: Markus W.
Many people may be deterred by the fact that role-playing is
rather time-consuming. If you can convince new people to
come and play, DO NOT host an eight-hour non-stop session.
If the guy or girl is interested, he or she will come back
and want more.
From: Joel M.
You could try running a small adventure first so they can
see how they like it and get a feel for how the games work
without feeling like they're being pressed into a two year
campaign. Playing once a week is all that the first time
role-player is going to be interested in so don't try to
make more commitments on their time than that.
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- Get An Idea Of A New Player's Style & Preferences
From: Rhiaghnoz
I ask around about tastes in movies, games, books, tv
series (cartoons etc.) to get an idea of what my stories
should be like.
From: Joel M.
Do something other than fantasy. If people have heard of
role-playing and weren't interested in the past there's a
fairly good chance it was the subject matter. They might
associate role-playing with Dungeons and Dragons and could
care less about playing a wizard or a mighty warrior who can
cut down a dozen orcs. I've used Paranoia, Call of Cthulhu,
and Toon as "gateway" games in the past, but those certainly
are not the only options.
From: Caeman
Pick a genre they know well. Comfort level the first time is
important.
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- Make The New Player Comfortable & Interested
From: Rhiaghnoz
Get him/her interested in the progress of the story
immediately - create a sense of progress (i.e. keep up the
pace, story development, an XP start) and influence (i.e.
choice impact, lower NPC's follow -minor- orders).
Keep rules simple and straightforward--DO NOT LEAF AROUND
IN MODULES--it scares the heck out of someone who just wants
to play a game.
Find out as much as you can about the PC and the player's
style - note, note, note everything.
From: Joel M.
Keep it simple.
Along the same lines, new players are not going to be up for
running out and buying the rule books for the game at first.
If the player has to read through the entire rule book to
have enough background information to play the game then you
could wind up losing them.
If the player has to understand the arcane mechanics of the
system then they are going to be spending more time puzzling
over rules than trying to role-play. In my experience, it's
better to tell a new player "roll a d20" and do all the
mechanical work yourself so they don't get confused.
From: Amir
The most important thing to consider when you are facing the
task of playing with a new player who is also new at
roleplaying games is that he is unfamiliar with the game.
Truth be told, if he is not coming from a strategy game
background, his interest in the mechanical and statistical
aspects of the game (AC, TACH0, HP, et cetera) is going to
be minimal.
Moreover, his knowledge and ability to interact with those
figures is next to NIL.
That is why you have to keep the die rolls to a bare
minimum, and concentrate on the psychological-aesthetical
points of the game. Mainly, playing "make believe". Apply
here all the tips you can gather about how to roleplay well,
while neglecting all the "statistical management" tips
(map making, chart-drawing, HP tracking, et cetera).
To still keep the player in the game frame, take over the
character's rolls and stats. I'd even say make up the
mechanics.
[Johnn: you can also make new players comfortable by:
- Introducing them to the other players.
- Writing player names and character names on a cheat-sheet
for them.
- Giving them positive feedback, praise, encouragement
and/or compliments during the game.]
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- Make The New Character Comfortable
From: Rhiaghnoz
Get him/her used to its common surroundings, NPC's - describe
things colourfully, tell him about his friends, family, what
they do, etc. shortly.
Get the PC in contact with the other PC's - weave each PC's
thread into the plot so they'll encounter each other, have
each PC chase/be chased by/search for the same thing.
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- Put A Cliff Hanger At The End
From: Rhiaghnoz
Make him/her want to play again and again - keep it in the
player's taste, and have a cliff hanger at the end.
[Johnn: this tip is short and sweet. Nothing brings 'em back
better than a nail-biting cliff hanger.]
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Tip Request For Issue #68: "GM Binders"
Next week will feature Character Questionnaire tips. Any
more tips on background and personality type questions for
fleshing out PCs are welcome!
Issue #68 will feature tips on GM Binders. What do you have
in your binder or notebook for use during play, at the game
table? Send along any tips, charts, forms or pages to: johnn@roleplayingtips.com
Thanks!
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Readers' Tips Of The Week:
- Use Modelling Clay For Miniatures
From: Ryan H.
I'm running a campaign with an RPG called WHITE KNIGHTS, a
currently obscure gaming system constructed with a HUGE
emphasis towards balanced and nonrestrictive rules.
Anyhow, White Knights has no rigid combat movement system,
and this allows me to make extensive use of what I believe
to be one of best visual aids in existence - modeling clay.
That's right, modeling clay, the oil-based stuff that never
hardens but still allows you to make fairly sturdy
structures. It works extremely well for making 3D visual
diagrams, everything ranging from multi-level combat scenes
to detailed sculptures of strange monsters, castles and
terrain.
Arts and crafts stores usually sell the stuff by the pound
and in a variety of colors. I use only one or two monotone
colors, and that way we can still use figurines and not have
to worry about Thagka the Barbarian getting hot pink all
over his legs. (Dark green, however, just makes him look
that much more rustic.)
One more tip: A minute in the microwave can do wonders to a
big, obstinate block of cold clay. Don't leave it in TOO
long however, otherwise you'll end up with a big, oily mess.
- Clever Use For Wallpaper
From: Martin B.
One tip that we've found really useful is to use a roll of
wallpaper.
Seriously - I got the idea when I saw rolls of wallpaper on
sale in the everything for £1 shop.
You can use it for maps, diagrams, making notes, everything.
Then once you've finished with a particular encounter
location, you just roll up the paper and you have a new
fresh area to write on. The best thing about using wallpaper
is that you have a canned history of your campaign in a nice
easy to store format. You want to see just what happened
last week, just roll back the wallpaper a little bit and
take a look!
I am now on my third roll!
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- Fiction As Inspiration Tip
From: C. Dare
Fiction Tip: Read the book with the eye of a GM, not just
another casual reader. Look for situations, areas,
buildings, characters, or items from a book and take notes.
Tab the book, color coding them to easily reference what
you need. I look for minor characters that have outstanding
characteristics the players, if they are astute, can
remember. You should WANT them reading and trying to guess
what the GM is doing. Using minor characters allows you to
incorporate the themes from the book, but also larger
characters at a later date if you want.
Everyone would recognize the mechanical, rasping breath and
deep voice of the Lord of Sith, but what if the party met a
lizard-like bounty hunter? No immediate connection, but
with RPing and further adventures a relationship could be
established that, once the PCs figured it out, would give
them a true sense of accomplishment.
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- Roleplaying Demonstration Story
From: Jon T., Uppsala, Sweden
Ruben wrote in #64:
>I am trying to promote roleplaying as a valid hobby...any
>suggestions for demos, promotion, or anything else?
I participated in a role-playing demo a few years back that
Sverok (The Swedish Roleplayers' and Strategy-players'
Association) had organized at a great hobby and toys fair in
Stockholm. The demo was organized so that everyone could get
a grip on what roleplaying is and what is actually done when
you roleplay.
We had prepared three scenarios specially for this demo: one
was Call of Cthulhu, one James Bond and one was a fantasy
one.
Each of these was designed to be played in three or four
sessions, each session being half an hour long, including an
introductory speech by the GM about what roleplaying was
about (very short) and what had happened in the previous
parts of this scenario (if applicable). The scenarios had
all been play-tested so that we knew we could realistically
accomplish what each part should contain while playing our
roles and entertaining our audience.
At the fair we alternated between the different scenarios,
and also we had enough players and game masters so that no
one had to be on stage the whole time.
I feel that this was a fairly effective way of demonstrating
to people what roleplaying was like. It was also great fun!
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- Always Keep Your Roleplaying Books In Sight
From: Tony D.
[Johnn: This tip has already been published in issue #58,
Tip #8 but Tony adds a few new details and a story that I
thought you might enjoy.]
Always keep your roleplaying books in sight. Carry them
around in your car, store them in the public areas of your
home (make them your coffee table books?). If you're a
student, lug one or two around with your textbooks, etc.
Most RPG books have intriguing cover designs that draw the
eye, and beg to be picked up and thumbed through. When an
acquaintance shows more than a passing interest in the book,
you know you have a possible gamer on your hands.
Over the last holiday season, my fiance and I went home to
do the meet-the-parents thing. I brought my 3rd edition D&D
books with me and was surprised to find my 13 year old
brother perusing the books one day. For the remainder of
the week he was just immersed in the books.
As an addition to my tip, I would add that it's probably a
good idea to have a one shot, fairly simple--but fun--
adventure/scenario (and maybe some pre-generated characters)
on hand with your books, so you can truly introduce the new
gamers. The actual experience is so much better than any
explanation.
Thanks again for all the great advice you pass along each
week.
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