| katman |
From my proposed "Pathfinder FAQ for New Players"
* The FAQ's rimary audience and focus is new players. The FAQ assumes that they know nothing about RPGs, or how to get started, and aims to make that as intuitive, non-threatening, and simple as possible....
* The FAQ should do more than just answer questions. It should give people everything they need to get started and make good initial decisions. That initial experience is critical - it will either produce a fan or an aversion. We want to help make that experience a good one all around.
What Should I Look for in a Pathfinder Gaming Group?
Keep an open mind, because people's gaming styles are often different from their real-life personas.... At the same time, it's important to look for someone you'll be comfortable with.... As a useful first step, we recommend answering the questions on this short form {url to form, see below for details}, and bring/send the results to Session Producers and groups you talk to. It will help them to help you.
Part of that is the new player questionnaire mentioned in the FAQ. This is a discussion tool that has 4 main purposes:
1. Start the potential player thinking about the possibilities of heroic role-playing, and begin to get them excited about what it could be.
2. Give the SP/GM a sense of the player's role-playing style, likely character type preferences, alignment leanings, and teamwork orientation, even if they haven't played RPGs before. Without using game mechanics concepts to discuss any of this.
3. Foster a discussion about the kinds of adventures, scenarios, and personalities that interest the player.
4. Create a clear understanding of boundaries and red flag issues with this player, before you run into any.
These questions can and should be used in 2 ways. They could be used as a great guide for the SP. Or, they could lead to the conclusion on the player or SP/group's part that this is a bad fit. In which case, a decision NOT to bring the new player in is the right decision for the hobby. That first experience will either make a convert, or create a long-standing aversion.
New Player Questionnaire
1. Let's start by thinking about the kind of hero you'd like to be. Rank these descriptions, with "1" being the description that most appeals to you, and "6" being the least appealing overall. You would most enjoy acting as:
____ Someone who participates in the adventures, while enjoying the exotic locations and meeting all sorts of interesting beings who play their own roles in the grand drama. It's all about the journey.
____ Someone who can and will take names, kick butt, and leave the wreckage of your enemies behind you. And the truth is, you kind of enjoy it. Standing tall before your enemies and giving them what's coming to them is a good feeling, your own way of setting some small corner of the universe to rights. After a while, enemies see you coming and say "uh-oh!" At least, the smart ones do. Now that's what it's all about!
____ The strategist and/or brains of the operation, always thinking ahead, solving problems, choosing tactics, and making sure the group is moving forward. It's all about the goal.
____ Someone with a strong steak of idealism, living both in the world and for those ideals - possibly even acting as a exemplar of those ideals for others. It's all about who you are, who you become, and what you stand for.
____ The brooding outsider, wrapped up in a personal story/ drama that often overshadows outside events in your consciousness. You are scorned and mistrusted by most others - possibly with some justification. It's all about your personal conflicts.
____ The unwilling ordinary hero, dragged into larger events against his or her will. You somehow manages to get through it all, calling on the skills and attitudes of your ordinary (and possibly low-status) life to keep yourself grounded while you make something of yourself. One day, people will ask you "What made you a hero?" and you'll reply: "Heroes aren't made - they're cornered." It's all about the situation and company you're dragged into... at first.
2. OK, now let's step beyond broad styles and talk about the kind of protagonist you want to be and become. Again, "1" is most appealing...
____ Someone who gets by on their wits. You usually have a clever move up your sleeve, the right line for the occasion, the ability to find important clues, etc. You use that to make your enemies' lives miserable.
____ Someone with strong ties to magic and the mysteries of the universe, whether the source of those ties is nature/faerie, channeling from on high, or arcane secrets. Your ties to that power source give you power in the world.
____ Someone who steps up to the front whenever trouble starts and physically goes toe to toe with enemies. If they want your friends or the people you're protecting, they're going to have to go through you first. And you're going to make that hurt.
____ Someone who loves and cares for the natural world.
____ Someone others look to and trust for leadership and direction.
____ Someone who looks out for others, and can act as the glue that holds a group together, whether or not it comes with a leading role.
____ A wild card who usually does their own thing, but somehow it usually works out OK.
3. Great. Let's talk about what you want for your hero one the fame/ love/ power scale. Again, rank from "1 = most appealing" to least appealing.
____ My character wants to be famous, a hero of great renown. If it comes down to a choice, however, fame and respect are better than being widely loved, and the trade of some independence for this kind of iconic status is worthwhile.
____ My character wants to be loved by their friends, by the masses, and perhaps to find true love. They may or may not see me as the most powerful hero, they may or may not recognize me in the street. But when they hear my name, they know that this is one of the world's true good and cool people, and those who do recognize me will stand by me no matter what.
____ My character wants to be formidable enough to call their own shots, fear few beings, and live life his or her own way. I will trade being famous or widely loved to achieve this, if necessary.
4. Who are your top 3 favorite Superhero/ Action Hero/ Fantasy Characters? Why?
I.
II.
III.
5. Who are your top 3 favorite villains of screen or literature? Why?
I.
II.
III.
6. The 3 places in the real world world or in fictional literature that I would most like to visit are...
I.
II.
III.
7. This question is about the genres you like most on screen and print are... (Again, rank from "1 = most appealing" to least appealing):
____ General Action/Adventure
____ Espionage
____ Fantasy fiction
____ Folk tales, any culture or one specific
____ Historical, fiction or non-fction
____ Horror
____ Military/War stories
____ Mystery
____ Nature related
____ Science Fiction
____ Sports Fiction
____ Religion/ Philosophy
____ Romance
9. Evil is (pick the one that most feels like you)...
____ Solely a matter of one's point of view. There is no real, impartial standard that can be used to say something is evil. Those who use this term are usually ignorant, or have ulterior motives.
____ Real, and must be fought when it arises, but within all of the rules. Your ideals are too serious to be set aside.
____ Real, and being a good guy is not a suicide pact. You do the best you can, break less important rules if you have to, make unpleasant choices when forced, and try to make sure the greater good is served. The consequences are too serious for too many people if you fail.
____ A label people use for things they don't understand, or are jealous of.
____ Real sometimes. Some beings are evil, and some ideas are evil. But people who think about it too much are dangerous. There are too many other things to live for.
What does your DM think is the best answer here? How compatible are those world views? How will you two resolve any differences in those views? Discuss.
10. How much realism do you want in the game's dramas, as pertains to evil and other adult themes? Pick one:
____ Full "NC-17". Right up to full horror film experience is fine as default mode re: the evil ones and their actions, nothing is off limits for them and the campaign reflects that faithfully. The world is a dark place, and fantasy is even darker. As for the rest, that's part of reality too. Bring it all on!
____ R-Rated. Bad people do terrible things, and that's why they have to be dealt with. Don't be gratuitous about it, but an adult campaign is fine with seeing that first hand; it underscores the seriousness of the stakes. Other adult themes are also fine, so long as they're handled with some minimum of tact.
____ PG-13. Bad things happen, and adult situations happen. Go ahead and tell us if they happen, but avoid anything seriously bad and keep all of the adult stuff off stage.
____ PG or below. I'm Ok with just using slapped-on labels for bad guys, and fantasy cliches to tell me they're fair game. Anything controversial or graphic should probably left out. It's not something I want to think about in a gaming context.
11. Notwithstanding anything else I've said, the following are subjects and situations I do not want to encounter in any way within the game, even as something that happens as "background" to someone else, and not to a player's character: