RPGnet Columns
04-30-2009, 12:00 AM
http://www.rpg.net/columns/talesfromtherockethouse/talesfromtherockethouse23.phtml
Summary:
What's a good game for introducing roleplayers?
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torbenm
05-01-2009, 04:45 AM
I have always liked WEG's Star Wars (especially the first edition) as a good game to introduce new players: The setting is familiar, there is a clear enemy to fight and the rules are simple. And using only d6s means players don't have to go out and invest in strange dice. That said, strange dice can be some of the attraction to new players.
Visual aids will also be helpful to new players: Experienced players may think miniatures are unnecessary, but new players have enough to keep track of without having to also keep track of where the player characters and enemies are in a fight. You don't need painted metal miniatures, simple cardboard cut-outs or even coloured stones will do nicely.
But most important is to let the players know from the start what they can or can not control, i.e., to which extent the GM can override rules or make decisions outside the rule structure. No GM control needs more rules, but too much GM control can make the players feel powerless and just spectators to the story that the GM tells. Too complex rules also makes the players feel out of control: If they can not immediately see what options they have and the likely consequences, they will either need constant guidance (which takes away control) or make arbitrary decisions (which is less satisfying).
So, a mixture of a known (or recognizable) setting with a clear motivation for the characters, simple but not too free-form rules and some visual aids to keep track of the scene structure seems like a good bet.
The setting will, of course, depend on the audience. Players who might enjoy a Harry-Potter style game may not like a Pirates of the Caribbean game and vice-versa.
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