• brown567@sh.itjust.works
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    20 hours ago

    I always say: new players should have a seasoned DM, new DMs should have seasoned players (preferably with DM experience) XD

    • RQG@lemmy.world
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      8 hours ago

      It’s totally fine if a group of people who never played just start though.

      First time GM with first time players. That’s how I think most groups started before online play became so common.

      The good thing about TTRPGs is that even in that scenario, they are still great fun.

  • Voroxpete@sh.itjust.works
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    1 day ago

    A while back I came to the conclusion that “games for experienced players only” shouldn’t be a thing that exists.

    Roleplaying games are, at their heart, about sharing in a story together. At least, thats the version of them that I enjoy. And I’ve found time and again that people who know nothing about roleplaying games enjoy that too.

    Enjoying stories isn’t something we need experience to do. We learn it as children. The storytelling part, that takes a little bit of learning, but if you do things right, if you run the game in the right way, and manage your players in the right way, you’ll find that learning process is very, very quick.

    Roleplaying games should have a learning curve that’s measured in hours, not years. They should be for everyone, and if you do it right they are.

    • macniel@feddit.org
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      1 day ago

      Games of experienced Players should exist. DMs/GMs invest tons of hours/years into the game and have equally much world building in which someone can immerse themselves. Now you have a newbie at a table you never had experienced that said world, concept that are second nature to the experienced players and DM/GM are foreign to them and need to be explained… In much detail. So while the experienced players immerse themselves in the deep pool the newbie stands in the kiddie pool. Sure both types of players at the same table roleplay, but it’s just not on the same level.

      So on the other hand. Games for newbies should exist as well. Games with a patient and understanding DM/GM.

      • Gloomy@mander.xyz
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        21 hours ago

        Maybe a bit of a hot take, but if your world needs to be explained in great detail and can’t be experienced with minimal background information, the world building might not be that great.

        • jjjalljs@ttrpg.network
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          17 hours ago

          I think people have radically different ideas about what “minimal background information” is.

          Some people think the Silmarillion is a suitable primer for their setting.

          Some people have like one paragraph for the big picture, and one paragraph for each major faction.

          There are players that would say both is too much.

          I think a couple short paragraphs should be enough for a quick start for a custom setting, but I’ve had players that just refuse to read anything at all. As someone else said, it’s makes it really hard to do some sort of stories if all the players are utter neophytes/amnesiacs/from-another-world/etc

          I tried to do a game of Vampire once, but the players refused to read anything about the setting. All the political intrigue fell completely flat because they didn’t understand what the different factions were looking for, nor did they understand how vampires worked.

          That group might have just been kind of bad players, but I feel like bad players are more common than good. By “bad” I mean “doesn’t think about the game very much, doesn’t retain anything about the story or rules”. They couldn’t really do anything more complex than a simple dungeon crawl.

        • Dragon Rider (drag)@lemmy.nz
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          20 hours ago

          If that’s true, then nobody should ever set a game in a version of the real world. No urban fantasy, no historical fiction, no call of cthulhu. The real world is too complicated. Games shouldn’t be set in complicated worlds like the real one.

          • Gloomy@mander.xyz
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            19 hours ago

            That’s not what I’m saying.

            Im saying that a world should be explorable from within, by interacting with it. You don’t learn about urban fantasy, historical fiction, call of cthullu by downloading the knowledge about it before you are born. You learned about them while you engaged with the world.

            A newbie can be like a child, exploring a world that is new to them (and it is easy to have a role that comes up with a reason for this: Amnesia, Migrant from far away county, lived a very privileged live in a golden cage that limited expose to the outside, etc.).

            Sure, there might be some explaining, as you brought up before, but that can happen from within the game, in character, giving the new player a chance go engage with a world that is as foraign to them as to the character they are playing. They should be able to learn about a complicated world as they go.

            • Dragon Rider (drag)@lemmy.nz
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              19 hours ago

              Well that restricts the kinds of characters a person can play. What if you want to play an experienced politician? An old veteran of the dragon war? The former librarian of the wizard’s university? A middle aged woman who spent her youth tending bars and serving drinks to adventurers and got sick of it and decided to go pick up a sword and explore a dungeon herself?

              Not everyone wants to do the amnesia story. Some people want to play as experts.

              • Gloomy@mander.xyz
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                18 hours ago

                Sure, and in that case a different approach might be sensible. But honestly, I don’t see how a newbie would want to play a complex character right from the get go. If they do, I’d propaly recommend a more Newby friendly world / round. I still stand by my point: A complex world doesn’t by default speak against new players.

                • Dragon Rider (drag)@lemmy.nz
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                  17 hours ago

                  Some games are designed for you to play complex characters. Like Blades in the Dark. You’re supposed to play a hardened criminal. Everyone’s going to be new to the game at some point and need the ghostfence and the spirit lightning explained to them, and it’s much more fun to play a character in that game who knows the world well.

    • acockworkorange@mander.xyz
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      19 hours ago

      It’s okay to do one shots for experienced players if you’re play testing something. But otherwise I agree with you.

  • Berttheduck@lemmy.ml
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    21 hours ago

    I love introducing new people to RPGs. It’s one of my favourite things. I’ve even run a how to GM session for an RPG club and helped a new GM run their first few games. That was a fun experience.

    I’d definitely recommend not starting with Anima for a first game system now though.

      • jjjalljs@ttrpg.network
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        3 hours ago

        I don’t think DND or close relatives is as good a first system as people think it is. It’s very idiosyncratic. It wastes a lot of time with stuff like “8 is -1 and 14 is +2”. But mostly I don’t recommend it because at its core it is a resource management game, and that’s not what most people imagine roleplaying is about. It will teach people bad habits, or at least habits that don’t translate outside of DND + their group very well.

        I like Fate. I think Fate is more intuitive and rewards creativity more consistently. You don’t need to read long lists of classes and spells. It does, however, ask for a lot more creative input than DND does. You can’t just be “Bob the fighter” and go. But it’s a lot more rewarding when it does sing, IMO.

      • Berttheduck@lemmy.ml
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        5 hours ago

        Whatever you and your group are interested in or whatever the GM has most experience with.

        Personally I’d go with Blades in the Dark. It’s great for teaching people good roleplaying habits and has advice like: drive your PC like a stolen car. The system is built to run on minimal prep with every pc action pleasing or upsetting another faction in the city everyone is locked in so you just need a few minutes to think before each session to work out what’s happening next. It’s very player driven and good for practicing improvisation. Plus the setting is instantly interesting (haunted Victorian London meets Venice) and I love flashbacks and clocks.

        Other than that I’d recommend running a pre written module or two rather than making your own setting as it’s too easy to fall into railroading players to tell your story.