Re: Introducing Newbies

From: Greg Stafford <Greg_at_...>
Date: Sat, 28 May 2005 09:38:04 -0700 (PDT)


YGWV

My chosen method of teaching newbies is the "make it as you go" method.

I usually hand out a blank piece of paper and say, "This is your starting character sheet."
The stunned expressions are one of the most pleasant parts of the experience. "You are all playing barbarians, all from the same clan. What kind of a character do you want to play?"
They will ask what that means, and I explain, "You can be warriors, farmers, merchants, and so on. No chiefs or priests for now. If you don't know, it's ok for now."
Explain key words: "If you are a warrior, everything that a warrior does is at 17."
Whenever people decide anything, I tell them to write it down. "Do you hae any idea what *kind* of person you are? Like really brave, or really family-oriented, or a bit cracked? Write that down." And, "Oh yea, what gender are you? Most people follow traditional roles, but you don't have to if you don't want. If you know, write it down. You willhave to decide this stuff at some time." And then, "By the way, here is the game system," and then explain the simple resolution. Sometimes advanced reloluion doesn't come up for two or three sessions.
And then go on in that vein. Start a story, something simple that allows them to figure out their character concept *as they play.* At some point, when a die roll is needed, explain that their stats are all at 17 except they will be able to decide some specialties at higher levels, and then explain what a mastery is. Don't snow them under with information. Let them ask what they want to know, and then also inform whenever something important comes up: "Oh, well, everyone knows that hospitality is critical. Your guy knows no one would ever do that normally, but you can kill him in his sleep if you want. Just know that *everyone you know* will mistrust your guy from now on."
People will ask what they want to know, other players will follow suit, and at some point you can hand out the "What Dad said," and the other information.
Go easy, emphasize the freedom and story-telling. Introduce concepts as tye come up: "Oh, by the way, you can augment you know. For insance, you said your guys is big and strong right? You can use that if you want to augment your combat with a +2."
And so on.
I have used this at many conventions with great success. I think there are some folks on this list who learned HQ this way. Maybe they can report on their experience of this method.



Sincerely,
Greg Stafford

Issaries, Inc., publisher of HeroQuest: Roleplaying in Glorantha. 2140 Shattuck Ave., pmb #2030, Berkeley, CA 94704 See our site at <www.HeroQuest-rpg.com>.

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