This week Play on Target hits our first actual requested topic: how to actually start in rpgs? I suspect we come at it from more of a GM than player perspective, but there's some useful advice for players as well. We live in the golden age of gaming, but that can be more than a little overwhelming. I wonder how many actual new people get added to the hobby each year? Do things like Wil Wheaton's Tabletop episodes on Fiasco and Dragon Age drive traffic? Does a new edition of D&D? I should also mention another great resource for people thinking about getting into gaming, Reddit's RPG subreddit has a very cool Beginners' Guide to RPGs.
I’ve still been turning the question around in my head since
we recorded the podcast. I’ve been playing for a long time and the industry’s
vastly different from when I started out. That makes it hard to reference that
experience. I was very young, and we only had a handful of systems and genres
available to us. I’m a gamer, though, because people were patient enough to teach
me games. And not kids games, but a particular brand of D&D with
dungeon-crawling and then later superheroes and then still later Call of
Cthulhu. Over the years I’ve introduced a number of new players: some well and
some badly.
But the majority of people I’ve played with came to the
table knowing games. They’d played something else a few years before- perhaps a
failed D&D campaign, some sessions of Rifts, a Vampire LARP, or even an MMO.
They get the basic idea of rpgs and the system. What they don’t necessarily
know is the genre. For example superheroes requires a certain mindset- and an
appreciation for tropes. The player who had come to play in a supers game after
mostly fantasy ended up torturing and brutalizing bad guys because that was the
mode she’d operated in for the previous campaign. There’s a big difference
between people who’ve read comic books and those who’ve picked it up through
movies or television. That’s not a bad thing, but it means the GM needs to be
aware of their own reliance on references and conventions. Some people don’t
know swashbuckling, Hong Kong Action flix, or even Fiasco-style tropes. That
means the GM has to make room to teach those- and not laugh or be shocked at a
player’s genre mastery.
To give an example, I had a couple of players I’d run a
short fantasy game for. They loved it and really wanted me to run a Vampire the
Masquerade game. They’d played in one before and loved it. I warned them that
it might not be what they wanted. I’ve always seen VtM as a darker game about
consequences and choices. But they convinced me to run. And it wasn’t what they
expected, or perhaps even wanted. Eventually they bought in, but it took some
time and we had plenty of miscommunications. Their previous VtM game had made
them powerful pseudo-superheroes, kicking ass and taking down names. Mine didn’t
do that. Should I have shifted the campaign tone? Should I have been clearer
about what the game would be like? I suspect the latter would have helped. But
it took me some time to realize the gap between how they saw the genre and how
I did.
I have another, potentially unfeasible suggestion. If you’re
a new player trying to join an existing or experienced group, make sure you’re
not alone. By that I mean: don’t be the only newbie. There’s a certain isolation
that comes from being the only one who doesn’t yet have buy in to the game,
genre, or setting. And I’m not saying that the other players will isolate or
mock you- far from it. Instead, they may be overly helpful: flooding you with
options, making suggestions, offering advice, crushing you with info dump. Having
more than one new player will a) spread that helpfulness around and b)
generally reduce the ratio of experts to beginners. The side effect of this is
also that it’s easier to extricate yourself from a bad game if you have a buddy
with you. GMs should also take this into consideration when bringing new
players in.
Finally, if you can, I suggest new players/gamers who want
to get into the hobby try it out with a group. IMHO experience playing at a
table’s the best way to get a sense for how a game operates. You’ll pick up all
of the basics you need to then read and figure out most games. You don’t even
need to play a session of the game you really want to start with- any will do.
See if you can go to a game store demo, find a convention, or look for a chance
to drop in on a group with posted openings. Online gaming can also serve this
function, but a little less well. At the very least, you can watch some actual
play videos online. In that case, I’d recommend watching a game which is being
played online over watching a taped f2f session.
If you like RPG Gaming podcasts, I hope you'll check it out.
We take a focused approach- tackling a single topic each episode. You can
subscribe to the show on iTunes or follow the podcast's page at
www.playontarget.com.
Excellent thoughts. The expectations that people have when they come in are important.
ReplyDeleteAnd while they may be pleasantly surprised by a campaign, they may also hunger once in a while for what they were expecting.
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