How to guide new players
Martin Ralya has a good article over on Treasure Tables giving short, simple advice for introducing new players to your game. The advice is basically “keep it simple” and “keep it fun”.
I agree; they’ll let you know when they want complex and serious.
He compares introducing role-playing games to introducing board games.
Start simple. For someone who’s never played an RPG before, there’s a lot going on, and it’s easy to forget that for them, it’s all new. So you keep it simple—run a pretty basic scenario, not the Meatgrinding Dungeon of Doom™ that you’ve been itching to try out. Playing an RPG for the first time can induce option paralysis: “Holy shit, I can do anything? Cool!” becomes, “So… what do I do?,” and the goal is to avoid that.
That’s what I tried to do with The Lost Castle of the Astronomers and its accompanying fiction: provide a fairly simple adventure with a simple goal, to whet their appetite for more. One of these days I want to try something even simpler that almost does turn it into a board game, and will work for new Adventure Guides also.
- The Boardgame Approach to GMing for Newbies
- “If you GM enough games, you’re going to have new players--really new, as in ‘never played an RPG before’--in your group at some point. Bringing new gamers into the hobby is a good thing, but it can definitely be a challenge.”
- Lost Castle of the Astronomers
- This dungeon crawl is suitable for three to six characters of first to third level. This is the basic adventure that Charlotte, Gralen, Sam, and Will went through in The Order of the Astronomers.
- Order of the Astronomers
- Follow the adventures of Sam Stevens, Gralen Noslen, Will Stratford, and Charlotte Kordé as they delve into the abandoned castle of the Order of the Astronomers. Start here if you’re new to the game or to role-playing games in general.