G'day everyone, I recently started running RotRL Anniversary Edition and we are up to our third game. I have two players, my brother and fiance, who are playing a Human Sauranic Shaman Druid and Gnome Bard respectively. A little history about us is below: My Background:
I have played DnD 3.0 years ago, as well as DnD 2nd edition before that. I DM'd a few games back then, but my main experience is with playing over Game Mastering Player Backgrounds:
Both my players have never played an RPG before. One is a video gamer and is familiar with the concepts (prefers to build min/max type characters) and the other is less of a serious gamer (prefers characters with flavour) I have run two games so far, being parts 1 & 2 for Burnt Offerings. The summary of each game is as follows: Game 1:
The PCs were introduced to SandPoint and the festival, with a few roleplaying opportunities. The Bard danced and performed as part of a travelling Caravan which went down quite well. She surprised me a little and found the roleplaying / story telling aspect easier than I anticipated she would. The Druid (my brother) had greater difficulty 'getting into character' and found the situation awkward - although he continued to play with prompting and description from myself. The festival itself went quite well, and ran for an appropriate amount of time. Then the attack happened and the combat went easily. Neither character was particularly challenged (they both started at LVL 2 with a very good Stat Array - I did this because there is only two of them and I wanted them to survive... and not be beaten to death at every encounter). The feedback at the end was ok. Given it was their first game, it ran rather slowly and combat was hardly what I would describe as 'action packed'. However, both players understand it is because they are new and learning the mechanics. We finished with them heading to the Rusty Dragon for some well earned rest. Game 2:
I prepared for this game with a number of social interactions and side quests to get the players really involved in SandPoint. I intended to run the session in two parts, the first being inside SandPoint and the second being the Glassworks, with a lunch break splitting the two. We started with some technical difficulty (my brother has to play through Skype as he is in a different city) which delayed the start of the game and put me off balance somewhat. Never the less, we persevered and I managed to play out the main quests from the book, however did little of my own pre-prepared quests/interactions. We finished up before lunch with the end of the Boar hunt with Foxglove. Starting again after lunch, the PCs cleared out the Goblin from the Closet, witnessed the fight with Ameiko and met Shelalu (as well as agreed to stay in town whilst Hemlock departed for Magnimar). I thought it was running fairly well at this point, however my brother then interrupted and asked if we could stop because... well, he was getting bored. Oh... no... My question is one of assistance in making the next game as exciting as possible. Both my players are brand new to role playing, hence they feel weird describing events and communicating 'as their players do'. I do not feel this is anything to be too concerned about, as we all went through this right? However I would like to make the Glassworks as exciting and engaging as possible; hopefully bringing out some enthusiasm from both of them. My fiance indicated she enjoyed the second game session, even though the pacing was probably too slow, however I think my brother was a bit disappointed. I try to describe things excitingly, however understand the need to keep the game flowing and not over-describe everything. Pacing is probably something I need to work on... but mainly I feel I need to get the players involved more through prompting (or rather forcing perhaps?) them to take the reins, so to speak. Can anyone offer any advice? I understand the Glassworks is where the game will start to pick up, in terms of combat, but I do not want it to turn into a grind. Also, are there any GMs out there that have some advice on running a group of completely brand new players and bringing them out of their shell? I have tried to encourage them to describe their actions, particularly when they roll 20's and achieve great success, but it generally is not working. Perhaps I am being too concerned (given this is their second game) yet I would appreciate any strategies you guys are aware of? Lastly - I find myself constantly having to refer to the notes in the book, then sometimes get slightly overwhelmed and miss some details I wanted to inject into the game. I prepare by reading the adventure and imagining it playing out. Does anyone have any further suggestion? I recently read about the idea of running a checklist of things you would like to see the PCs achieve and though this could work quite well... anything else or other advice? Thanks in advance for your assistance. Tracer
Samnell wrote:
Interesting... after posting this I went and picked up the book again, and decided to start from the beginning. I have read 115 pages thus far and find it far more enjoyable than last time, yet I am undecided on it. I enjoy the story and characters, but the writing is difficult to get used to. At the same time, because of his writing style the action and story progresses quickly which keeps you involved. Being in the military I can empathise with some of the themes. I can also certainly see where Steven Erikson's influence came from! I guess I will keep at it and finish it soon - if only to say I have read it. Depending on how I feel at the end will determine if I continue with the remainder of the series.
'A Clash of Kings'
'The Black Company'
'The Dark Tower'
'The Bone Hunters'
'ScareCrow'
Without reading the entire thread... As a quick fix, maybe change the Goblins to Kobolds (or some other, similar creature)? At the end of the day... just go against what the AP says mate. Sure, reading the details of the AP may indicate that this cannot work - but who cares? Your world, just change it. Do not listen to the nay-sayers. You could easily change the AP to have it realistically incorporate Goblins are player characters. Perhaps there was a recent war; however there is now an uneasy truce? That could lead to some excellent role-playing. Maybe Goblins are a bit smarter in your world, and an emissary visits town wishing to discuss the borders between SandPoint and the Goblin tribes (for hunting purposes)? Maybe the War is not really over – but more like a cold war scenario (imagine a Russian living in America at that time – similar to the Goblins in Sandpoint)? Then once the attack occurs, the Goblin PCs are blamed – leading to even more roleplaying opportunities… I think it would be tough for the Goblin PCs – no doubt – but it also opens a vast array of opportunity. Through-line: Your world, you can make it work however you want. Don’t be afraid to modify the AP to suit! Good luck. I am interested to see how it goes.
Swashbucklersdc wrote:
Hey thanks! That would be very much appreciated.
Hey all Wagga Wagga player here looking for a group, although looks like I will be in Sydney next year (probably Eastern Suburbs!) El_Bandito wrote:
Hey El_Bandito - I was going to rock up to the community hall down from 'Logical Thought' this Saturday because apparently there is a group who meets there every 1st and 3rd Sat of the month (are you a part of this?) If not I am looking for some casual games, if you need a player that is?
Shifty wrote:
Your a legend mate - yeah Kapooka! Thanks for the heads up
Mitchell Frazer wrote:
Hey Mitch, I live in Wagga Wagga and was wondering if you knew of any PFRPG games going on? Thanks!
Stephen White wrote:
Thanks Stephen, your a legend!
Hey all! I have a question I was hoping you could answer. I live in Wagga Wagga and sorely miss the RPG scene (have not found any here yet). I was wondering if you guys did weekend games of PFRPG (just started looking into the Pathfinder Society Stuff) and if there was room for a casual player? Sorry if the question has been answered before elsewhere. Thanks. |