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General Forge Forums => Actual Play => Topic started by: Christoph Boeckle on October 13, 2005, 06:02:41 PM

Title: [Pool Scape] Roleplaying introduction for two new players
Post by: Christoph Boeckle on October 13, 2005, 06:02:41 PM
Hello all!

This afternoon I threw together the Planescape setting (originally for AD&D 2) and the Pool rules, so as to make an introduction to roleplaying for two classmates.

I presented them with a choice of 5 ready-made characters, a rapid introduction to the planar cosmography and gave them a notion of what interplanar portals are and how one can use them. Oh yes, the rules of course. 5 minutes, with an example and they both were ready to go.

I had just a few notes to start off the game and was a bit anxious that the players would just sit back and wait for me to throw stuff at them. I was really happy to find out that I had no reason to be anxious at all.

A few highlights:

To finish off, this was one of my better planescape (and even rpg) experiences, and the guys didn't have a clue about what the game was before showing up!

Ah, I'm hyped again thanks to this marvelous system!
Friday evening there will be another Poolscape session, but with my regular players. Some serious Planescape-frustration exorcism is on its way!
Title: Re: [Pool Scape] Roleplaying introduction for two new players
Post by: Mike Holmes on October 14, 2005, 04:32:39 PM
Hey Christoph,

What experience did the players have before this game? Gamingwise.

Mike
Title: Re: [Pool Scape] Roleplaying introduction for two new players
Post by: Christoph Boeckle on October 15, 2005, 05:48:26 AM
Oops...

Well both had heard about roleplaying, they knew that participants played characters, except one who was the gm, supposed to provide the background.

One of them had never actually played, the other had played once some kind of homebrew anime game (a mix of Dragonball Z and Saint Seya) that seemed to have been quite poor on the player input side.

They do have a background concerning fantasy (they would have read or seen LotR, read comics, probably played some computer games like Zelda, etc.) that  probably helped them grasp the setting a bit faster than someone without.
Title: Re: [Pool Scape] Roleplaying introduction for two new players
Post by: Mike Holmes on October 16, 2005, 03:09:37 PM
QuoteOften, the players would limit their character's actions to maintaint coherence,
How would you define coherence here (no, I'm not trying to enforce the Forge meaning of the term)? Can you give an example? Basically were there ever points at which it would have made sense for the players to have "done anything?" such that it would have voided "coherence?"

My theory is that it's only experienced RPG players who have been trained to try to take advantage of other systems that would ever have a problem with this. That the system, played by newbs, doesn't have this problem because it simply doesn't have any part of it that tells the players that it would in any way make sense to "abuse" it in this way. Does that match your observations?

Mike
Title: Re: [Pool Scape] Roleplaying introduction for two new players
Post by: Christoph Boeckle on October 23, 2005, 12:03:40 PM
The sorceress of ice was a member of the society of sensations. I said I wouldn't play too much on this aspect in this game, but the player still took the general idea clearly into account on a number of occasions.
For example, they stumbled upon a leprechaun smoking a pipe atop an ivory mushroom. The player of the ice sorceress took up the cue and had his character ask the leprechaun if she could taste the pipe. The player then decided that it was some kind of pot and he played the next half hour with his character completely stoned, at one point even renouncing on doing something sensible, just because it didn't feel right to him. I don't remember what exactly it was, it was definitely not central to our story.

So what I thought was great was that the player used the background of his character to bring some element into the game that actually handicapped his character in one sense. Of course, the player was still having lots of fun with this contraint and he was certainly not handicapped in his ability to affect the game.

I rarely see new players deliberately do things that hinder the effectiveness of their character. Now I don't know if it's just the player who is like that, but I guess that the fact that the rules allowed him to succeed in any way he'd like afterwards to "catch up", gave him the assurance needed to make his character vulnerable for a while.
In D&D (the game I played intensively a few years back), there would have been negative roll modifiers, and just because of that, the players would usually not even think about it.


So this could actually precisely match your last question. With me being the more experienced gamers importing old ideas and habits of gaming and projecting them on the new players, then being completely amazed at their attitude when it's me who is stuck with old patterns, not they!

Thanks for bringing up this interesting idea.
Title: Re: [Pool Scape] Roleplaying introduction for two new players
Post by: jaw6 on October 25, 2005, 05:25:49 PM
QuoteAs the GM, I just had to flex my "connect two unrelated things to continue play" muscle a few times and each time it gave rise to unexpected but interesting situations.
Can you expand on these a bit? My curiosity is piqued, I guess...
Title: Re: [Pool Scape] Roleplaying introduction for two new players
Post by: Christoph Boeckle on October 29, 2005, 10:06:36 AM
Sorry for the late reply!

Just a quick example: the players wanted to play some more. On one hand their characters were in "good" terms with the Lady of Sorrow, on the other, they wanted to go have a drink.
Okay... how about introducing a situation where quenching the thirst will lead to an event that will put the first statement in difficulty?
That's where they freed Ignus, who had been punished by the Lady... (I refer to that a few times in my first post).

But the point is, I had to do that a lot more before using the Pool. Now the players nearly resolve these problems by themselves all the time (as the Cthulhu game is supposed to show on the next paragraph), thanks to creative use of MoVs. It works far smoother than before and often I don't really realize it happened. That's why I mentioned that I only had to flex the "connect two unrelated things to continue play" muscle a few times.
Even now, when the players need the direct GM input, they can freely bounce off of it and start improvising again. That's the "unexpected but interesting situations".
I love this collaborative creation.

Here's the Cthulhu example:
The characters had to find a meteorite. Stumbling across the backcountry, the players introduced, quite by chance and by adding each a bit, that this region had known an ancient native-american tribe, proficient in astronomy and constructing monuments. Thanks to a few MoVs, we quickly found a particular configuration of stone circles.
At this point, we had completely lost focus with the meteorite thing, right?
But we came back to it by establishing that this ancient tribe could predict the fall of a particular type of meteorite thanks to their stone circles. Mix in Cthulhu Mythos, growing madness, cultists, and we were back on track with a plot more complex than what was initially planned by the GM!
(Actually, as the game played out, our characters didn't get the chance to check how close the connection between the stone circles and the meteorite had a role with the cult. They died too early, but that's another issue! More on that game here (http://www.indie-rpgs.com/forum/index.php?topic=16943.0).)


Hum, I should make an effort to be clearer about what I say. I realize that the sentence you quoted doesn't really mean anything by itself. Does this expansion make sense of the idea, now?

Feel free to ask more if you find other cryptic statements!