|
Post by joatmoniac on Aug 12, 2019 5:42:33 GMT
DMB episode 180 with Greg Tito reminded us that our community is growing and lots of new people are joining the hobby. This might be a little more serious than the usual fare, but let’s consider how to help new players feel welcome to the game. The questions and scenarios below should help guide the discussion. Pick a scenario and discuss how to handle it. Scenarios 1. A player enters their first combat. 2. A player withdraws during social encounters. 3. A player takes point in a social encounter for the first time. 4. A player experiences their first character death. 5. A player comes to their first puzzle. 6. A player has a chance to detect their first trap. 7. A player goes shopping for the first time. 8. A player meets their first cursed item. Questions 1. What could you do to prepare the player ahead of time? 2. How could you craft the scenario to help the new player? 3. How could use another player to help? 4. How could you use the aftermath to teach? 5. You do you. Feel free to bring any other topic to the table that you have experienced, or hope others have experienced!
|
|
|
Post by tigrannosaurus on Aug 14, 2019 4:50:03 GMT
As a GM who has brought a few people into the hobby I'll throw in a few things, a bit higgledy piggledy but here we go =)
i see it as my role as GM introduce them to the table a bit like a pro wrestler, who they are, why they'll be great at the table, why I am excited they are there, then introduce the other players
run a session zero - or a mini one if they are joining an existing group. Lay ground rules of inclusion, safety, agency and fun
I also run them through the 6 kinds of fun'and ask them to give me their top 3
have them sit nearest me and tell them I'm their as their anytime help
I always give a set of dice and a dice bag to anyone new at my table
if they are up for it steer action, or at least a decision their way asap and get them rolling
Mechanically I tell everyone about the one mechanic to bind them all: D20 + Modifier v Target
I've made a printable (will try and dig up and link here) that breaks it down by weapon attack, spell attack, ability check, skill check.
|
|
|
Post by letterlost on Aug 14, 2019 7:59:00 GMT
8. A player meets their first cursed item.
Questions
1. What could you do to prepare the player ahead of time?
If the player gets this item off of another person I would want them to display the traits of this curse. If it makes their hair turn green, give them green hair. If it makes them rage and attack allies, have the NPC attack an ally for no reason. If it changes their gender, make them have a funny gait or clothing.
2. How could you craft the scenario to help the new player?
The player is bound to be disappointed; they have been looking forward to getting a magical item for a while now.
Depending on the curse, give them a feeling that something will happen in a certain kind of scenario. A “tingling feeling that combat might be a bit off today” or “your companions are staring at you oddly when you wake up” or “you are really happy to see your trusted and longtime pet rock when you wake up, you can tell he’s just as hungry as you are this morning, but you know there’s something your forgetting about what happens when you feed him”.
Help guide them to a cure for the curse. Recommend skill checks that might be useful or … another player that might be able to help?
3. How could use another player to help?
So, Bob Ross got himself cursed?
• I bet if he asks Joe the wizard for some help with an identify spell or an arcana check he would love to help him out.
• There’s a pretty good chance that if Angus the druid doesn’t botch her history check she can remember the time she fell prey to a very similar curse (she might even recognize that girdle of gender change when Bob Ross picked it up).
• Or maybe all he need is to hear Svetlana the Berserker to tell him he makes a very pretty girl.
4. How could you use the aftermath to teach?
1. Life is like a box of chocolates, you never know what you’re going to get. Maybe that one had raspberry inside instead of caramel like you expected, that’s what makes it fun. If you really wanted caramel chocolates every time you would have bought a box filled with only caramel chocolates (not fun).
2. The DM is the true enemy here.
3. Identify can be cast as a ritual (so sorcerers should make the wizard do it and blame him if it's not done); also, it does make the game less fun.
4. Your friends have your back even when you’re not in combat (hopefully)
5. You do you.
First off, I think it’s a bad idea to make the first magical item they encounter cursed, or they will treat you with due suspicion and never trust any magical items.
When I make a cursed item, I try to make if fun … or at least only mildly inconvenient. PC’s don’t like to have their combat stats messed with and balance is already hard enough without decreasing utility. Make the item quirky: it does something good and something bad, maybe it’s negative effects change their daily lives or social encounters [like a sword+1 … but you find yourself (wis save) sharpening it in your free time and you might (dex save) cut yourself … which might interrupt a short rest; or a mask that can’t be removed … the first time ANYONE sees you every day they (cha save) get feared].
want to make a magical weapon, but not feeling creative? see pages 142-143 in DMG- weapon special features.
|
|
|
Post by DM Onesie Knight on Aug 14, 2019 19:27:24 GMT
I think I'll try to tackle #4 (first character death) since that's a heavy one. I've seen even experienced players get worked up on this. It can certainly hurt a lot when you lose a character that you've put so much time, thought, and effort into.
1. What could you do to prepare the player ahead of time?
Especially in a game with new players, I would not want to run a really deadly game where characters could drop at any time. There's a place for games like that, but I think that might be a little rough on newbies. What that means is that character death won't really be on the table until the campaign gets to a high stakes boss fight sort of moment. That presents an opportunity for a little pep talk. The party kicks in the door to the cultists' ritual chamber right as a horrible demon is summoned and the fight for the fate of the kingdom is on. I'd pause the game here and remind the players that this is a highly dangerous situation, and character death is a genuine possibility. I'd try to spin it positively; you may die, but this is a chance for heroic martyrdom. Characters may die, but their legend can live on. Also, depending on the setting, resurrection might be possible. Having the new player recognize the danger is really important, so that they don't feel blindsided if/when it actually happens.
2. How could you craft the scenario to help the new player?
I mentioned that it could be an opportunity for heroic martyrdom, and that's definitely something I'd lean into. It would be a mistake to design an encounter like this as a simple war-of-attrition slugfest; if a character goes down and all they have to show for it is a dozen dead minions, that's a recipe for feel bads. Rather, I'd want there to be some nice juicy targets that are worth sacrificing for. If I was using that cult ritual chamber I described, maybe there are some magical crystals which, if broken, seriously weaken or even destroy the demon. A character who is cut down right as he shatters the crystal and sends the demon back to hell is going to feel like they really saved the day. Similarly, if that character is being more straightforward and attacking minions/cultists, maybe I could have them gang up on that character. This puts the character in serious danger, but it also means that their companions are free to destroy the crystals or focus on the demon. You could turn that into a "I'll hold them off! Get the demon!" type of moment.
3. How could use another player to help?
In the heat of this example fight I've been going with, an experienced roleplayer could definitely play up the drama of the sacrifice. It could be awesome to have a sort of "Bob the fighter! NOOOOOOOOO!" as the moment approaches. After the fight and presumed death, portraying the grief felt by the surviving companions and honoring the sacrifice made (We couldn't have done it without you. Rest in peace, brother.) can go a long way towards making the death feel worth it for the player. In an out-of-character sense, experienced players can share stories of older characters they've lost. That could be really helpful for a new player who's really feeling attached to that dead character.
4. How could you use the aftermath to teach?
I would definitely pull the player aside after the session for a 1-on-1 about what the death means and where to go from there. I'd ask about the character's contacts and friends in the setting and how they might react. That could potentially have some far-reaching impacts in the world. If the character had, say, an old wizard who mentored them as a child, maybe that wizard will go above and beyond to help the party in memory of the deceased, or maybe to help avenge them. This last point is very setting-specific, but we can also talk about what happens to the character's soul in death. Do they go somewhere that they could perhaps be retrieved from? Or maybe in a more horror-style campaign, the villains could raise/possess the corpse and turn the dead character into a tragic new villain.
|
|
sp4rklefish
Commoner
Posts: 4
Favorite D&D Race: Anything with horns
|
Post by sp4rklefish on Aug 19, 2019 18:44:31 GMT
2. A player withdraws during social encounters.
3. A player takes point in a social encounter for the first time.
When a player character is present for a scene but doesn't jump in I have NPCs confront them. such as when being questioned by other PCs, the NPC will look at the quiet one and ask them a direct question like are you with these people? will you help me? really anything to try and get them to interact. if the player is shy or for some reason the PC is incapable of talking. i try to pass ideas back and forth what the character is doing while the others PCs are talkign to the NPC. such as they are setting up a spell or tending to the food.
|
|
|
Post by DMdanielsan on Sept 2, 2019 23:40:03 GMT
7. A player goes shopping for the first time.
1. What could you do to prepare the player ahead of time?
An easy way to plan shops for someone new to the game, especially if they are new to RPGs altogether, is bridge the gap between video games and tabletop by having some standard shops that are designated for weapons/armor, an inn, and a shop that contains alchemical/spell components or magic items that are the most expensive prizes in the shop. Make some inviting punny names for each like 'Tome Improvement' or a bakery called "The Bugbear Claw."
2. How could you craft the scenario to help the new player?
For the magic shop 'Tome Improvement' have a charismatic shop owner with fun items for the new player like a wand of magic missle or a reflecting mirror shield that are affordable enough that they can get some cool early game loot to get them in the game. The twist? The shop owner is running a scam, and the items do not have the effects they claim as your player will discover when there are no magic missles or the glass glued to the wooden buckler shatters upon impact.
(Full disclosure, I used this idea before thanks to the 3.5 Book of Challenges)
3. How could use another player to help?
You could have their cooperation to let the whole thing play out and have them 'fall for it' and then 'recognize it' at the opportune times when the new player is at a total loss, or you could fool them both depending on how clever your players are.
4. How could you use the aftermath to teach?
The aftermath could lead to a side mission to get some revenge on the thief that stole your money, creating a long term NPC scoundrel who is not necessarily the most powerful, but frustratingly crafty. Also, set them up with a starting adventure that is still beatable even after the trick so you're not too cruel, but you at least have the illusion of making the game harder than it really is so they gain confidence in the game while having a struggle.
5. You do you.
A good getaway line is always nice. Mine was "Cheese It!" Thanks Bender.
|
|