Topic: Recommendations for First Timer
Started by: Bob Goat
Started on: 3/9/2004
Board: The Riddle of Steel
On 3/9/2004 at 11:12pm, Bob Goat wrote:
Recommendations for First Timer
I convinced my normal group of gamers to start playing once a week on a weeknight outside of our two never ending (my kingdom for a conclusion) campaigns. This has given me the opportunity to introduce them to the Riddle. Does anyone have any suggestions/recommendations for me on running it for the first time? Are there certain issues that are common amongst new gamers? Are there things I should be prepared for as the GM?
Thanks
Keith
On 3/9/2004 at 11:35pm, Salamander wrote:
Re: Recommendations for First Timer
Bob Goat wrote: I convinced my normal group of gamers to start playing once a week on a weeknight outside of our two never ending (my kingdom for a conclusion) campaigns. This has given me the opportunity to introduce them to the Riddle. Does anyone have any suggestions/recommendations for me on running it for the first time? Are there certain issues that are common amongst new gamers? Are there things I should be prepared for as the GM?
Thanks
Keith
Well, for starters...
Be sure to run a few duels with the characters so that they can see how the system works. This way they won't be caught off guard by just how dangerous the system can be. Also, unless you have some experience with TRoS, I would avoid gifted characters at first. Let them get comfortable with the other rules before allowing magic to rear its head. Also, nose around the sword wielding community for awhile to get an idea of just how varied the world is. You don't have to immerse yourself, just do a little research. It sounds foolish, but it helps my game immensely.
On 3/10/2004 at 12:48am, Edge wrote:
RE: Recommendations for First Timer
Another must in my opinion for first timers is to have a very strong interconnecting SA...
1) to give the players a strong direction and purpose for the game.
2) to make your job a hell of alot easier
I play TROS in a more narrative style then any of my other games have ever been... this is advice i gained from people off the forge.
If you go down this path then make sure to explain it to your players and you will get more out of your game
On 3/10/2004 at 3:46am, Malechi wrote:
RE: Recommendations for First Timer
some things I notice work well for people who are new:
- Get into combat quickly, after running some test combats: play the mooks as just that.. mooks.. they're stupid and use silly tactics most of the time. Play the true bad guys smarter though, threaten the players in the first session, give one of them a wound ...don't kill them straight away, unless you've got a group that are pretty thick skinned and are keen for the system.
- Have cheat sheets, maneuvre cards at hand to give to the players: these are available on the web
- Give them a copy of the character generation guidelines that are floating around here (i have a copy but its been Midnight-ified so might be pretty useless)
- Get them to describe their attacks to you instead of saying "I swing at his VIII" (if thats even possible?)... leave the location diagram working out up to you.
- don't get too bogged down in the more "advanced" maneuvres from the beginning. Even now my usual group uses the basics 90% of the time and thats been enough to keep them hungry.
- be sure they understand the skill system..its a little topsy turvy the first time round (for those familiar with d20 at least)
- throw SA points at them: this is something I forget a *lot*. Coming from a mostly d20 background, I sometimes forget to keep track of how a characters action relates to their SA. The players really get into it if you reward them consistently and perhaps a little generously at first.
I could go on, but I'll give others a chance to pop in and add or refute what I've said. Most of all, keep the game moving and don't let it get too bogged down in rules-searches (get the DM screen files!!! these rock!!!)...dynamism is the key!
most of all...wear sunscreen ;)
Jason K.