Forum changes: Editing of posts has been turned off until further notice.
Started by coffeestain, January 09, 2006, 08:51:01 AM
Quote from: Eric Provost on January 09, 2006, 10:00:22 AM[...]And introducing the town. I had the steward meet them on the edge of town and explain -everything- before the characters got anywhere to do anything. The players had decisions to make pronto. [...] Lots o' peoples keep talking about 'Straightforward Towns'. Now, I'm not dissing them or anything, but I really don't know what makes for a straight-forward town. Except maybe the number of NPCs that are out for the Dogs' attention.[...]
Quote from: coffeestain on January 09, 2006, 09:08:00 AMWhen you've used this method, do you have an entire group of brand new players, or a brand new player in a group that's played before?Are they familiar with indie/Forge games? I tend to find that the people I'm teaching are paralyzed by indecision and a lack of familiarity with the rules, so they spend a lot of time trying to anticipate how to be effective, regardless of what I say to them.
Quote from: coffeestain on January 09, 2006, 09:08:00 AMHow do you go about encouraging the players to offer suggestions to one another? I've found this to be near impossible, both during character creation and during the game, even after a number of sessions. I require everyone to "approve" the other characters before play begins, explaining that if they don't find them interesting and compelling it will lead to a less enjoyable game, but I've never received anything except rote, unenthusiastic acceptance.