The Forge Reference Project

 

Topic: What is a beginner-friendly game?
Started by: Christoffer Lernö
Started on: 9/21/2002
Board: RPG Theory


On 9/21/2002 at 1:40pm, Christoffer Lernö wrote:
What is a beginner-friendly game?

I've got the pieces for Ygg now, more or less. Time to set down the rules. But, doing so I have to weigh in other considerations. Stuff which up to now has been of little concern:

I want to make a game for beginners. Now what the heck does that mean?

I recently read the review on Everway in an issue of imazine (#37 go here to check it out) where the reviewer, Paul Manson wrote this:

...there is a tremendous amount of cultural information to wade through before one is given any concrete information on how to play the game. My impression of beginners is that what they crave, more
than anything, is concrete information, specifics on how to play the game and what is expected of them. Like it or not, that means the game mechanics.


I share this view. Simple, well defined but most of all accessible mechanics is important to introduce someone to a game if one supposed to learn it on one's own.

The first games I came into contact with in the 80's were written like that. Mechanics, usually limited in scope (good example: D&D in it's basic "red box" set). They might not have been the finest the world had to offer in the ways of game mechanics, but damnit! they were comparably easy to learn.

I feel games with a lot of (indispensible) background especially creates problems for beginners: background, background, background, ok but how do I play the game?

A line by Ron in his Hero Wars review about setting up a campaign also comes to mind: "...what I wonder is how a GM unfamiliar with Glorantha will get this going"

It's not that this means the games are bad, just that they are overwhelming at first for a total beginner.

In fact I feel that today RPG are all written for people who already are playing something. New players are more or less expected to be coached into the game by experienced ones.

No more: "Um, I wonder what this RPG thing is about. Let's buy one and try to play it". It's not a universal truth, but I feel it's the trend.

I'm still trying to figure out what a beginner's game means though. Here are some suggestions:

* Limited background (an A4 page or less of pure background) needed to play the game

* Quick introduction to creating characters. You should be able to create characters without knowing anything about the background.

* Well defined mechanics

* Little need for subjective interpretation of results

* As little background as possible squeezed into the mechanics (i.e. combat system is combat system, combat system isn't where the author practices his skills at writing novels)

* The total game mechanics, including skills with descriptions are relatively short. Definately less than 20 A4. Background and setting will fill out the rest.

Anything I've failed to mention?

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On 9/21/2002 at 2:06pm, Zak Arntson wrote:
RE: What is a beginner-friendly game?

I'll not-so-humbly suggest my own site's free games for study (especially Shadows): Harlekin-Maus.com. Shadows is great for beginners (and kids). And Hogshead's Pantheon, because it's rules (though tricky the first few rounds of play) are simple and the backgrounds are movie-inspired (and need no study).

+ Background - Instead of a short background, a well-known background, especially a popular film or video game.

+ I would argue against subjective results. Beginning roleplayers can often surprise when it comes to this. Playing Donjon (high narrative control) with an inexperienced roleplayer was a great experience.

+ Game mechanics - Don't feel limited to shortening a skill list. Why skills? With beginning gamers, you have the opportunity to try all sorts of new things without worry for gaming expectations. (i.e., they haven't seen or aren't convinced that Attribute leads to Attribute Modifier which modifies Skill rolls is the only way to play).

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On 9/21/2002 at 2:16pm, Ron Edwards wrote:
RE: What is a beginner-friendly game?

Hi Christoffer,

This is an excellent topic, because you're running into a fascinating assumption that most role-playing publishers fall into.

You wrote,
No more: "Um, I wonder what this RPG thing is about. Let's buy one and try to play it". It's not a universal truth, but I feel it's the trend.

Whoa, right there. Stop and think. No one has ever done what you describe - wonder what an RPG is, wander into the store, and buy one and try and play it. OK, maybe not "no one," but so few as to be utterly trivial, I think. Especially if you scrub any other gamer out of the picture, and apply this "buy it and check it out" model to an entire group.

This is the big myth of publishing RPGs - that anyone encounters the activity as a consumer first and a practitioner second. The overwhelming evidence (WotC's surveys) as well as any observations of anyone I've talked with suggests that it simply works the other way around. People join the hobby via knowing its practitioners, they become practitioners themselves, and they become customers after that.

Hence, the "what is an RPG" section in most rulebooks is a worthless exercise in terms of explaining the hobby to a newcomer. It seems in most cases to be a weird self-revealing essay that retroactively describes the authors' interpretation and experiences with (originally) D&D and (more recently) Rifts or Vampire, to an audience that's hard to fathom - probably the audience is the authors themselves and no one else.

Am I saying that an explanatory section is unnecessary? A lot of the time, yes. Who will buy Trollbabe? Someone who encounters it via this website or RPG.net, maybe from an ad in another RPG, maybe from a link on a webcomics page, or through a friend who encountered it in one of the previous ways. I suggest - horror! - that the very same concept applies to the most high-budget, most whoop-de-do produced game on the game store shelves.

What I do think is useful is a clear and consistent goal in social contract terms, GNS or other framework terms, and in system terms. It might be stated up front or it might not. It wouldn't be a "what is role-playing essay," but it would be a "what is this role-playing game like" essay.

Hell, it's largely the existing role-players who need to get this stuff clear in order to enjoy their hobby more, in my experience. The newcomers tend to have their shit together already. Given a game text which is clear and consistent in the terms I've described, then they're already all set.

Best,
Ron

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On 9/21/2002 at 2:21pm, Wart wrote:
RE: What is a beginner-friendly game?

Ron Edwards wrote: Hence, the "what is an RPG" section in most rulebooks is a worthless exercise in terms of explaining the hobby to a newcomer. It seems in most cases to be a weird self-revealing essay that retroactively describes the authors' interpretation and experiences with (originally) D&D and (more recently) Rifts or Vampire, to an audience that's hard to fathom - probably the audience is the authors themselves and no one else.


OTOH, it is nice as a guide to what the authors think roleplaying is (and so gives you a context to look at the rest of the game in), and the occasional well-written one is a useful tool for current practitioners to show to non-practitioners.

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On 9/21/2002 at 2:41pm, Ron Edwards wrote:
RE: What is a beginner-friendly game?

Hi Art,

I'd count those well-written introductions among role-playing games in the single digits, possibly on the fingers of one hand. Even those do only the barest job of actually describing the activity to someone unfamiliar with it.

Best,
Ron

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On 9/21/2002 at 3:19pm, Christoffer Lernö wrote:
RE: What is a beginner-friendly game?

Actually, I know several people who had that "let's buy and check it out" introduction to RPGs. I could count myself in that category if you don't count a guy running me through the first solo adventure in basic D&D.

But there is another reason for these kind of games to appeal to me: they tend to be written with a lot more clarity than the games we're used to. And haven't we discussed the matter of overly restrictive settings?

I remember thinking how difficult it was to run MERP because the setting was so well known. Nowadays almost every game comes with a setting as rich, or aspiring to be so. In a beginner's game however, it's hard to impose a setting on the players because the game needs more clarity than that. Background can be added yes, but only after making sure that the players have grasped the mechanics.

Ron, I am not surprised that the survey shows most people are introduced to roleplaying by experienced players. That is my experience as well, of the current situation.

However, I think the reason might not only be that the number of roleplayers are bigger, but that today's rpgs are so HARD for the total novice that there is simply no other way to get into the hobby than through introduction by friends.

The survey doesn't tell us anything about whether people could have introduced themselves to rpgs if rpgs in general had been more accessible.

Look at Vampire for example. I feel it's kind of typical for the "non beginner" type of games which is what is common these days. Widely popular, but near if not completely impossible to pick up and learn to GM without having any prior experience.

Incidentally I feel the same is true of AD&D. Back in the old days, Basic D&D filled out the gap to AD&D, but it is gone now.

What the survey shows is simply the inaccesibility of the current average rpg to a total beginner. It doesn't prove that it is impossible or even hard to have rpgs to be learned by beginners.

Finally I want to address Zak. I was almost gonna say this in the original posting but it was getting long:

I think some of the indie-rpgs, most notably those produced by some of the people who are members here are excellent examples of what beginner games should look like. Many are streamlined into clean simple mechanics that could beat the old 80's games in beginner-accesibility.

(Zak, BTW I really liked Shadows, but I think I wrote that already when you released it - a long time ago now it seems)

On the other hand we have most of the Fantasy Heartbreakers who lie on the other side of the spectrum. They tend to be extremely difficult (and unrewarding) to get into. These, although indie-games in name, are definately not good examples of beginner games. :)

And I agree with Zak's other comments as well. :)

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On 9/21/2002 at 4:30pm, damion wrote:
RE: What is a beginner-friendly game?

Well, it's impossible to get into RPG's by yourself anyway, it's a social activity. The best case would be a group of friends wander into a gaming store and say 'hmm, that's cool, lets try it.' I know I got into RPG by first being interested in model trains, then wargames. I knew of the concept of RPG's and thought 'that sounds cool, and requires less painting' I also read a few of the books in stores so I searched out and joined a local gaming group and joined them.

I think a 'how to roleplay section' is useless, as a players idea of how to RP will be shaped by their initial group, rather than anything they read. This is because anyone who does not leave the hobby will have fit themselves into their group dynamic. (You could go off things like inate priorities and such, i.e. someone who wantsomething different from their group will probably give up on RPing.)

Setting: Honestly, I prefer games to have their own setting. A game that is based on a book or movie can be very restrictive, depending on what it is. MERP is probably an expreme example, in that the books don't give a lot of feel for how the world exists outside the charachters. Also, all adventures in Middle Earth are world spanning adventures of hero's type stuff. Anything you try to fit in 'between' the big guys seems sorta week by comparison. Star Wars suffers from a similar problem, especially in the Empire Era. Another example would be Storm Bringer.

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On 9/21/2002 at 4:49pm, Christoffer Lernö wrote:
RE: What is a beginner-friendly game?

You can do like I did: RPGs sound cool. Buy an RPG. Read it. Try to get your friends to try it out.

Or like a friend of mine. His story is that his mother bought an RPG (back when the first Swedish RPG was published) which they together figured out. His first session was him and his kid brother with his mother as GM.

It can be done. But not with most of the games we have available today.

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On 9/21/2002 at 5:06pm, Wart wrote:
RE: What is a beginner-friendly game?

Ron Edwards wrote: I'd count those well-written introductions among role-playing games in the single digits, possibly on the fingers of one hand.


Yeah, on the hand of an especially incompetant Yakuza member to boot. ;)

It's probably more worth including a section on "This game's take on roleplaying" - explaining clearly what sort of thing the game is designed for, what sort of thing it's not designed for, and essentially laying out the design philosophy. ISTR that Sorcerer has something like this somewhere.

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On 9/21/2002 at 8:07pm, Jake Norwood wrote:
RE: What is a beginner-friendly game?

I think that both "approaches" are true. For me, I knew guys that LARPed and RPGed, and I wanted in, but I was too young, so I went and bought D&D, read it, and got my friends in on it.

Although I agree that "what is a rpg" is usually pretty unneccessary.

Jake

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On 9/21/2002 at 10:15pm, contracycle wrote:
RE: What is a beginner-friendly game?

I did buy red box AD&D out of curiosity, more or less, but that was because I had just broken my arm and needed something indoors to do. I did find it fairly hard to pick up simply from the text, but we figured it out. What I like most is the side-by-side in-game and metagame descriptions in adjacent columns, I think thats one of the best presentations of the in-play dynamic.

However, I too think that most of the "what is RPG" essays are essentially worthless, and I'm in favour of ignoring them for any game that is NOT intended to be entry level. I suspect that the system light, more narrative style games will probably serve best as beginners introductions.

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On 9/22/2002 at 2:54am, Christoffer Lernö wrote:
RE: What is a beginner-friendly game?

Contra, I assume you mean D&D and not AD&D? I don't think AD&D ever was put in a red box, but Basic D&D certainly was.

Although even basic D&D was difficult for a beginner, I remember that it interestingly enough had some things specifically targeted at introducing beginners.

The first was the solo adventure. It came in two parts. The first part introduced 3 of the stats step by step and you had to roll a die once or so.

The second part was a little more complicated, but if you had completed it you had an idea what a game could work like.

I have the solo-adventure thing in an early Swedish RPG as well but they seemed to have been dropped when interest in introduction style rpgs started to wane.

However, I too think that most of the "what is RPG" essays are essentially worthless, and I'm in favour of ignoring them for any game that is NOT intended to be entry level.


Agreed.

I suspect that the system light, more narrative style games will probably serve best as beginners introductions.


Mmm.. It was long ago now, but I think that one of the harder things to bend my mind around was the quirky limitations. "I can't have a sword if I am sorcerer? How then can I make Gandalf?" :)

Incidentally: Anyone else remember what they had the most difficulties with when starting to game?

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On 9/22/2002 at 5:11am, M. J. Young wrote:
RE: What is a beginner-friendly game?

Ron Edwards wrote: Hi Christoffer,...

You wrote,
No more: "Um, I wonder what this RPG thing is about. Let's buy one and try to play it". It's not a universal truth, but I feel it's the trend.

Whoa, right there. Stop and think. No one has ever done what you describe - wonder what an RPG is, wander into the store, and buy one and try and play it. OK, maybe not "no one," but so few as to be utterly trivial, I think. Especially if you scrub any other gamer out of the picture, and apply this "buy it and check it out" model to an entire group.


O.K., it may have been a long time ago in a galaxy far, far, away, but that describes our group.

We were four people--my wife and I, one of her childhood friends and her boyfriend Bob. We got together several times a month to play games--board games, card games, bookcase games, war games, parlor games, with the occasional bowling or miniature golf excursion thrown in the mix. We had never heard of role playing games. Having seen E.T., I must have heard of Dungeons & Dragons, but I didn't know it. Not one of us had a clue about it. We read about it in Psychology Today, in an article which focused on how the game could be used as a group therapy tool for teenagers, and saw in it the possibility of creating the kinds of adventures we enjoyed in Tolkien and elsewhere (the LotR Bookcase Game did not work; we tried it). So we tracked it down and bought it. It was 1980. In those days we didn't know where there were any gaming stores; we didn't even know gaming stores existed. We got our books and supplies at toy stores, book stores, and farmer's markets. It was at least half a decade before I found a real game store; it was 1990 before I was ever in any game with anyone who had ever played in someone else's game first. We couldn't affort the magazine subscriptions (I was in radio then--paid in prestige) and didn't see membership in the associations to be of any real benefit (sounded like a scam to get money even then).

I may have introduced a hundred people to role playing games in my games; but we started by buying the blue box BD&D1 and figuring it out, then adding Metamorphosis Alpha, Gamma World, Star Frontiers, and Traveler, and expanding from BD&D1 to OAD&D, all by buying and reading the rules with no help from anyone else who had ever been involved in role playing.

Now, two of us were college graduates, and the other two college students, and I suspect that all of us were above average intelligence; but it never occurred to us that people did it any other way. That was the way we learned all our games.

But I don't think it's entirely unlikely now. Several times a month I get e-mail from people who want to know how to start their own D&D game, who don't even know what books to buy. My wife thinks it unconscionable that I recommend the D&D starter set (instead of telling them that they really want to play Multiverser), but I've heard good things about it and figure it will bring them into the hobby, and maybe in a year or so they'll remember that I pointed them in the right direction and look at what else I've got.

It happens.

--M. J. Young

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On 9/22/2002 at 5:52am, Le Joueur wrote:
The Two Myths

M. J. Young wrote:
Ron Edwards wrote: Whoa, right there. Stop and think. No one has ever done what you describe - wonder what an RPG is, wander into the store, and buy one and try and play it.

...It happens.

And I, for one, am a little tired of the myth that the only way to get people into the hobby is by initiation by the other hobbyists.

Okay, it's all fine and good that we all (me included) can trot out our little anecdotes about starting without any support (I was the first in my town with 'Blue Box' Dungeons & Dragons based on a review in Games Magazine), but ultimately it is just a bunch of exceptions. (Even when you factor all the goths caught up by White Wolf's advertising.)

The fact of the matter is, as long as we cling to the notion that the only way people get into this stuff is by being introduced, our products will strangle the entry point. Everytime I read the opposite of Ron's problem (an introduction that pretty much says 'since you already know how to play') I heave a deep sigh.

I don't think it must be like this.

I certainly hope it doesn't stay like this.

But I feel as long as people bury their heads in the sand saying 'no one can learn a role-playing game without experienced teachers,' we'll never find out will we? Isn't it about time we gave both of these myths a rest? So? Don't assume everyone reading your book is a total newbie. But then don't assume the opposite either; anecdotes or not, the only 'new blood' must come from outside the hobby. You can bet more of them won't have the luxury of knowing a gamer than will.

I mean, it's important to not think that your game can 'convert' everyone, but it can teach, at least a part of gaming, to potential 'converts.' Let's talk about vectors for a moment (and please remember, I'm only talking about people who ultimately will like gaming). What about all the Magic: the Gathering (and other collectible card game) players? Doesn't that market almost have a target painted on it? (Yet, the most I've seen out of Wizards of the Coast is hoping for cross sales at their chain stores.) Likewise, popular supernatural media series fans; shouldn't there theoretically be a section of Buffy the Vampire Slayer fans who would take to gaming given the right offering (and I mean something more than an impenetrable gaming product that only coincidentally carries the license for that show). Or Harry Potter? Or (farther back) Goosebumps?

Where is the entry-level product for them? For the 'gamers who don't know what they are yet' crowd? Ron's right when he identifies the myth that most people picking up a game will be unaware of what role-playing games are, but I think going to the other extreme is about as bad (that no one who doesn't already game will touch them).

My personal opinion is that I am tired of all the publishing innovation from the 90s, basically targeting a small section of the ever-shrinking market for role-playing games. I am equally tired of much of the on-line indie market for catering only to those who both already know how to game and surf the net. (How big of an audience can that be? Compared to all the 'could-bes' wandering around out there.) I want to see games specifically geared for people who don't know any gamers, but think some tie-in is cool; I want entry-level products sitting next to the 'next big thing.' That's what I wanna see.

So let's stop citing anecdotes and pull our heads out of the sand and look at what could be done as an entry-level product. Hip enough to catch eyes outside of our 'regular customers,' easy enough for anyone's mother to run, and yet canny enough that it doesn't bore our 'regulars.'

How about that?

Fang Langford

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On 9/22/2002 at 5:53am, Christoffer Lernö wrote:
RE: What is a beginner-friendly game?

Thanks for the story M.J.

Since you say you recommend the D&D startup kit to introduce newbies, you must also feel there is a definate difference between games suitable for beginners and those suitable for experienced players. What do you feel is important? What was important in helping you figure out basic D&D?

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On 9/22/2002 at 6:53am, M. J. Young wrote:
Oh, good question

First, let me say that I have never actually seen the starter set, and I tell people that I haven't seen it but am working from what I've heard from people who have tried it.

That said, I think there are some things that make a game more user-friendly for new players.

The first thing is you have to make it quick and easy to get started. A seasoned gamer understands and even enjoys the idea of spending an entire game session crafting the perfect character for a campaign; the newbie doesn't even know what a campaign is, and probably expects they're going to play one game and see if they like it. That means you need to at least give them the possibility that they can get their charaters up and running very quickly.

Valdron is designing a game for introducing new players to the hobby. Our goal is to create a rules set that can be learned in the same time it takes to learn and set up a game of Monopoly. Yes, there are people in the hobby game world who are accustomed to heavy rules sets--wargamers and bookcase gamers (an overlapping group) (and is it any wonder that our hobby is so filled with battle-oriented play?). But outside that, people play games in which one guy reads the rules in about five minutes, then tells everyone else what they need to know to play the game.

For a game like Ygg, where you've got 20 classes, you probably want to put in a bit that says, in essence, "If this is the first time you've played a role playing game, don't go through all this information. One player should be an X, the second a Y, the third a Z, and any others should be W's, and after you've played it a couple of times and gotten the hang of it, you can branch out into the other possibilities."

Prepared scenario is a must, I expect. This means that the referee has to be able to present the game world without reading an entire sourcebook--preferably without reading more than a couple pages. One of the advantages of the dungeon crawl is that it provides a controlled and limited setting. You need to be able to limit your setting in a similar fashion, or the referee won't get it. I read the entire D&D blue book before we began play, but I was really into playing games and really thought this was going to be a great new sort of game. I can't imagine the typical video game playing kid today reading that much material; most of them don't read the instruction papers that come with the video games.

It's got to be quickly accessible and quickly constructed, so that they begin actual play in a very short time.

I'm not saying that there aren't people who would pick up and learn a more difficult game. I remember one guy coming to me to learn D&D. He said his mother picked up a book in a store and became completely fascinated by it--and it was one of the OAD&D rule books. But there aren't many people in that category. Most have to be sold on the idea that this sort of play is fun before they'll accept the idea that it's worth reading a more complicated book to get a more complex set of options.

Does that help?

--M. J. Young

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On 9/22/2002 at 7:29am, Christoffer Lernö wrote:
Re: Oh, good question

M. J. Young wrote: the newbie doesn't even know what a campaign is, and probably expects they're going to play one game and see if they like it. That means you need to at least give them the possibility that they can get their charaters up and running very quickly.


Someone else (I don't remember who) also mentioned this. Hmm where was I reading about this? I forget.

Anyway, the it stressed the iterative process of learning: give a piece of system for the reader to digest, let them play it. Then when that is mastered, give another piece building on the first and let them use it.

Basic D&D had something like this:

1. Solo adventure starting with no rules, introducing 3 stats (If I remember correctly)
2. Explanations of dice and all the stats.
3. Solo adventure part 2, all combat odds precaulculated but you had to keep track of items and hitpoints
4. How to make your own customized character
5. Item lists and such

Which pretty much conforms to those guidelines.

For a game like Ygg, where you've got 20 classes

This is why I want to trim the game down and possibly give a D&D style intro to it as well.

"If this is the first time you've played a role playing game, don't go through all this information. One player should be an X, the second a Y, the third a Z, and any others should be W's, and after you've played it a couple of times and gotten the hang of it, you can branch out into the other possibilities."


That's exactly what I'd like to do.

Prepared scenario is a must, I expect.


And it's useful both for experienced and newbie players.

Anyway, I think you pretty much have nailed down most of the points. I'm gonna go and look for that article on how to make games playable for beginners now.

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On 9/22/2002 at 7:37am, Christoffer Lernö wrote:
RE: What is a beginner-friendly game?

Here's the article I was thinking about: http://www.rpg.net/news+reviews/columns/ruleslaw30aug01.html

And a note to Fang: All I can say is that I agree with you very much.

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On 9/23/2002 at 2:25pm, Mike Holmes wrote:
RE: What is a beginner-friendly game?

So Fang, you agree that most people today who get introduced to RPGs get into RPGs via other gamers. Right? And to clarify other's posts, I keep hearing these anecdotes about how people got into gaming after only one session with another. Or having been told about it by somebody. How is this not gamers getting people in?

Hey, if we want to go with annecdotal evidence, I'll post here that I was co-opted into RPGs by a coisin of mine in '78. That's right, at this point so early in the history of RPGs, people were being introduced to RPGs by people who played. The sudden burst of popularity of such games can only be attributed by them being spread by word of mouth (lord knows it wasn't advertising in the Dragon magazine that was pulling in non-gamers).

And how many of these stories about having learned RPGs on your own come from the early days? Lots, Ill bet. How many people are, today, actually unaware of the existence of RPGs. I mean if you said, hey, have you ever heard of D&D? how many people would actually say no. Almost everybody has heard of RPGs, and made the decision not to play because of the associations they have with nerdyness, occultism, or whatever. (OTOH, I am speaking from the American POV, here. I know it's different in other countries. That said, I believe that America makes up by far the lrgest RPG market.) My point here is that if people were going to just walk in off the street and pick up an RPG, for the most pat they would have don it by now. It's hardly a new phenomenon.

Ron is not saying that the "apprenticeship" need be long. I can give a person an idea of how to play RPGs in just ten minutes of discussion, and that counts as being introduced by a gamer. The point is that this ten minute discussion makes that half page "What are RPGs" obsolete. In fact, most gamers resort to quoting these paragraphs when asked what an RPG is. "Did you ever play 'Cops and Robbers' when you were a kid? Its like that, but you have rules so people can't just say 'you missed'". As do the articles written about RPGs. As does any description just about.

So what you're left with is those people who wander into a book store, and see a copy of D&D, buy it, and try to teach themselves what it's about. This is a truely small group. For those people, simply having a well designed game will suffice. If you must, refer them to one of the better descriptions of roleplaying on-line, or to some site where they can get help.

Because, do any of you have a problem with people getting into RPGs through other gamers? Seems to me that it's a great way to introduce somebody to a hobby. It's how everyone learns to play bridge for example. Being complex, don't people deserve the sort of support that a book just cannot provide?

And Fang, how is making a game "more accessible" actually going to get people to get into RPGs more? Seriously. Are people picking up copies of RPGs in stores, looking at them, then putting them back down and not buying because they find them to be "inaccessible"? And there's some magic paragraph that you can put into your game that will jump out at this mythical buyer and say, "hey, you can play me". I'd suggest that people are doing what they can to make this happen. By putting in those stupid paragraphs and writing to the best of their ability. Do you really think that one can do that much better a job?

The way you get people to buy a product is to advertise and market the product. And that has been attempted in the past. And you know what? Penetration of the products has gone about as far as it can. Just how large, do you estimate, is the crowd of people who really want to play RPGs but just don't know it yet? Remember, we have a skewed view from the inside. We assume that if we like it som much that others would too. But that's just not true. RPGs are not for everyone.

Again, I suggest directing potential newcomers to groups who can help them. In fact, if you were really interested in getting new people into gaming, I'd suggest that you have a system neutral site on the internet that did nothing but try to help new gamers get started. That's my solution for the potential problem. Of course it follows my other bias about everyone needing to be on the internet; given that they are not, a large percentage of gamers will be missed. You might need local chapters. But isn't that the purview of the RPGA? How well do they do it?

Anyhow, I'm rambling now. But the point is that, well, Ron has a point. Isn't it better to virally market to new gamers by making the rules accessible such that they can be taught easily? If you want new gamers, shouldn't that be your #1 priority?

And interestingly, to get back to an earlier point. The statement that "lots of mechanics" is what new gamers need, can be confusing. What new gamers need is a lot of easily accessed structure. They need frameworks in which to make simple decisions. This was, I believe Mearls' point when once said to make games with easy chargen decisions (as opposed to, say, skill lists), such as classes. This is exactly what makes a game more accessible. Not just a large pile of mechanics.

Mike

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On 9/23/2002 at 2:32pm, Ron Edwards wrote:
RE: What is a beginner-friendly game?

Hi Mike,

Thanks for your post. I was getting angry with people disagreeing and then providing examples of exactly what I was saying, which is why I was avoiding posting.

Mike has articulated the issues very clearly and straightforwardly, in my view, especially his points about structure ... which, as it happens, I think apply to all role-players, not to beginners exclusively. In other words, that necessary structure is wisely desired by beginners, and only the myths and fallacies of gamer culture, as well as the widespread presence of incoherent and broken structures, lead people to say otherwise.

Best,
Ron

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On 9/23/2002 at 3:42pm, Valamir wrote:
RE: What is a beginner-friendly game?

At any rate, regardless of which came first the gamer or the egg; PF has a desire to make his game easily accessible to players (new or veteran) who don't want to have to read a tome of background and a treatise on mechanic sub-systems 3 times each before being able to start to play.

And there are games like that...at least for the GM.

Anecdotes, and tangents about new hobbiests aside; how to keep a game from being like that, is the true topic at hand.

So I'll throw in some thoughts.

First, I'm probably not part of that target audience who just wants to dive right in and start playing. I HATE it when my players insist on just starting to play and learning the rules as they go (mainly because they always blame me for not telling them about some crucial rule that I took advantage of but they didn't have the patience to hear about).

So...I'm not a big fan of programmed learning; meaning..."here's a little piece of the rules, now you're ready to play the basic game...there's a little piece of the rules, not you're ready to play the intermediate game".

I think that can be a HUGE tool for alot of people. But for others like me...HATE it. I always skip to the end where the advanced rules are.

Sooo...my piece of contributed advice is this. If you go with the programmed rules presentation. Include a complete set of the rules also so that those who want to learn a piece at a time can, and those who want to learn the complete game, don't have to keep referring back to different tutorials for the basics.

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On 9/24/2002 at 1:58am, M. J. Young wrote:
Maybe a bit of a rant.

Mike Holmes wrote: So Fang, you agree that most people today who get introduced to RPGs get into RPGs via other gamers. Right? And to clarify other's posts, I keep hearing these anecdotes about how people got into gaming after only one session with another. Or having been told about it by somebody. How is this not gamers getting people in?


The silliness of this just struck me.

How many games have I ever started to play because someone else introduced me to them? I could probably name hundreds, maybe thousands, given the time. Someone introduced me to chess, Risk, Monopoly, Stratego, Casino, Bowling, Miniature Golf, Baseball, checkers, and games I can't even play today.

On the other hand, there are also hundreds of games I started to play because I like games and I thought it looked interesting. I learned Bridge from reading Hoyle and following the columns in the paper. I taught myself a lot of games from Hoyle. I've bought scores of board, trivia, and adapted parlor games because they looked or sounded good--I Think You Think I Think, Suspicion, Malarkey, Stage 2, Lord of the Rings (bookcase game), Dune (bookcase game), and again games whose names I cannot now remember.

On balance, I would say that I've learned twice as many games from other people as I have learned on my own. Maybe I'm weird (O.K., granted, but maybe I'm weird in this regard as well). Maybe most people learn ten games from others for every one they teach themselves.

But once in a while that means someone is going to think a role playing game looks interesting, and, having no idea what it is, they're going to buy it and try to teach themselves to play it. Sure, far more people learn most games from people who already know them. Role playing games aren't really different in that respect. Even with role playing games, we're more likely to learn a game because someone else we know plays it with us once or twice than to pick one up merely because we read about it or it looks cool (yet a lot of you do that, too). But there are still people out there who haven't really thought about them. For example, I'm sure this isn't the first time I've mentioned Malarkey; any idea what the game is like? thought of playing it? Probably not, but if you saw it, you might think about picking it up because you'd heard of it, even though you have no idea what it's like. I pick up a lot of games because they sound interesting and I like games. Role playing games are not automatically excluded from that possibility.

Yes, I wrote one of those essays that are so vehemently attacked by long-time gamers as wasted space. It takes up two pages in the back--yes the back--of a five hundred plus page rule book, and it's posted on the web and gets periodic comments from people grateful for the explanation. Most people who don't play role playing games actually have no clue what they're like, and are surprised when they find out. I have had to explain to a score of relatives that Multiverser is not a computer game; I've had to explain to complete strangers who write to me online that D&D is neither a computer game nor a MMORPG. Obviously no one hear needs to read one of those essays; but people do. I'm on a list of very intelligent authors and publishers strongly interested in fantasy, and one of them just realized that role playing games were "like make-believe with rules"; and he posted this to the list as if it were an insight no one ever had before. Sure they've heard of them. They still have no clue what they are.

Sorry for the ranty nature of this post. I certainly am not arguing that my experience is normative; but I keep getting the impression that my experience is being labeled as invalid because it doesn't comport with that of others. I guess I'm just around different people.

--M. J. Young

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On 9/24/2002 at 7:25am, Jeremy Cole wrote:
RE: What is a beginner-friendly game?

True words Mr Young, my friends and I taught ourselves, however we still didn't use that 'What is RP' crap.

Why do we persist with the assumption that we can define all roleplaying games? Why not just define this game? Most commonly, introductions consist of a 'What is RP' schtick, followed by some flavour text. The statement here is, 'this is how all roleplaying games are, this is the setting for this one, go play.' I think this leads to players carrying a lot of 'last game baggage' into the new game, thinking that the last game was the same as this one, but now with laser guns.

On the inside of the Monopoly box there isn't a 'What is a board game section', followed by a story of fictional events represented by a monopoly game. Boardgames are so dissimilar in actual play that an accurate mass description would be very and confusing. The same goes for RPGs.

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On 9/24/2002 at 7:25am, Jeremy Cole wrote:
RE: What is a beginner-friendly game?

Perhaps rather than 'What is Roleplaying', use 'What is this game'. Such a chapter would define this game, a game seperate to all other games on the planet, and this game is to be played. Whatever gets the point to this game across.

Maybe this would be much more helpful to the newbie and veteran alike.

Jeremy

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On 9/24/2002 at 2:56pm, Mike Holmes wrote:
RE: What is a beginner-friendly game?

I agree, Jeremy.

MJ, first, I'm betting that the online description of RPGs is doing a lot more good than the one in the book. People can read it withought having to buy the cow first. It's more important to get people to understand what RPGs are so that they will buy than to hope they buy not understanding what an RPG is. I'll also bet that yours is better written than most. So I'm not surprised that people have been helped by it. Still, I wonder how many have then gotten into RPGs. I still say there are better forms of advocacy.

Further, I would say that your other ideas for quick start are by far a better way of snaring such players. Your Monopoly point is well taken. That's accessibility. Looking at Story Engine, I see that Story Bones is postedd up front first. A player need only read...well, a Monopoly amount of rules, to get started. This will not annoy Ralph, as the entire set of rules is included thereafter.

As such I see starter sets as a cool way to go (as you describbed, MJ, with pregen characters, and a stock advanture to play). The question is whether or not to make them part of the standard game. The experienced gamer may not find them that interesting. If you could manage to make such a starter so that it was useful in making the game accessible, yet still of value to the experienced gamer; you'd really have something there.

Mike

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On 9/25/2002 at 7:14am, Christoffer Lernö wrote:
RE: What is a beginner-friendly game?

Trying to add something here, although it has been mentioned a little already:

Don't underestimate the effects you get from trying to make something for the beginner. It makes you think of accesibility and clarity and such things which are important. I say this although I could mention quite a few books teaching physics and electronics I've come in contact with that despite trying to be beginners books are extremely inaccesible.

Incidentally, american authors are infamous for the amount of sheer talkative meaningless texts they put in between the facts. I had a book of about 600 pages on electronics that was neatly summed up by 4 pages of handwritten material handed out at the beginning of the course. I tried to read that book, that was a waste of time.

On the other hand I had an excellent book where the less than 100 page books where used for two long courses. Despite being so full of information it managed to communicate everything with perfect clarity.

The tendency today with many rpgs are of the former kind. It's not really inaccesible because it needs to be. It's inaccessible because the writter seem to be payed by the amount of words hes/she writes and not for the content.

And this might be all and well for the people who picks up RPGs for reading and not for playing (there is a market for it, I know a lot of people who does that).

That aside, let's get back to the subject of making a game approachable.

I'm arguing that this actually helps people start playing the game (as opposed to simply reading it). I don't know about you, but if rules are too complicated or confusing I simply ignore them. When I started GMing Shadowrun I didn't have patience to read the rules for magic and netrunning. They were too complicated. Eventually people started to read up on the magic because it seemed cool to have. But we never ever played any netrunning. Who wanted to do that? And it was too much effort to read the rules. So if the group needed a decker to break in I simply made sure they had an NPC who did it. That way there was no need for anyone, neither me nor my players, to read the rules. Great!

But what does it really mean? If our group is anywhere near representative for their audience they shouldn't have included the decker rules at all. And preferably making the magic a lot simpler.

Incidentally SR character creation is simple enough. It's the actual mechanics where the big trouble starts. However, this is different for every game. It's not very strange though that after a while we had a lot of characters we had created for fun but never played with.

Anyway, I have a few old games that were truly aimed at beginners, and even now, despite their obviously aged mechanic, they stand out as really good designs. There's an ease and flow to them which you can't get from say Shadowrun or Vampire.

Another thing is the question of "how easy is it to internalize". Again we have the advantage of a simple beginner's game because they are usually rather limited in scope as far as mechanics go (to allow the players to quickly go in and play) which makes the process a whole lot easier.

As internalized play is something which I guess we all can agree is A Good Thing (tm), there is a very solid worth to making games with this in mind, not only to get more beginner players, but to allow fun play for experienced players as well.

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On 9/25/2002 at 3:55pm, Mike Holmes wrote:
RE: What is a beginner-friendly game?

So, to boil down your post, write succinctly, as if for beginners, and make the game accessible, so that people can play. Do I have that right?

Mike

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On 9/25/2002 at 4:11pm, Christoffer Lernö wrote:
RE: What is a beginner-friendly game?

Mike Holmes wrote: So, to boil down your post, write succinctly, as if for beginners, and make the game accessible, so that people can play. Do I have that right?


I guess so. I'm making a poor job of doing that myself in my posts, do I?

It goes beyond the mere writing though. For example too much mixing mechanics with setting makes it hard to learn in stages. Too many rules makes it hard to "finish learning" the game and so on. Try to leave out as much as possible. Attempts at completness leaves horribly disfigured and ultimately incomplete games. Designing rules where resolution is arbitrarily defined also makes it confusing. Trying to create detail by introducing more rules is a classic mistake. I think you can come up with a whole lot more examples of mistakes in game design.

Obviously these things are problematic for beginners and experienced players alike. However many experienced players see hard to learn games as a challenge or more of a "meaty" read, which is why it's easier to feed those to the experienced ones. The beginners are more likely to question why it has to be so complicated.

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