New DM looking for advice on running first game for spouse


4th Edition


Hey folks!

My spouse is very interested in having me run a game for her, but I am unsure of where to begin. I have been reading and collecting RPG books (primarily D@D) for a few years so I am familiar with the concepts. With the release of 4E, I would like to get y'all's opinion on whether you think it would be easier for her (brand new player) to learn 3.5/PRPG or 4E? Which would be easier for me to run for her? Thoughts on best way to run a game for, admittedly, a much smaller than typical group (one)? Thanks!!!

Cheers!

Dark Archive

Pathfinder Rulebook Subscriber

I haven't run any new players with 4e, but I think it would be pretty easy to jump in on. We have a few "casual" gamers in our current group, and they were able to whip up a character pretty darn easily.

As far as I can tell, the most confusing part of the 4e system (for both veterans and newbies alike) is the powers system. I'd recommend, if you've got the time, whipping up some cards for her (or downloading some of the fan-created ones; they're out there) when she gets her character figured out. They prevent the time-sink and confusion of flipping through the book to look up your powers, which can make a first-time experience daunting and unenjoyable. Other than that, it's pretty easy.

Barring that, there's always the 3.x and earlier version: whip up a standard fighter and get swinging. If setting up a 4e game looks like it might be problematic, I think that's a fine alternative, and honestly, who doesn't like kicking butt with a nice longsword every now and then? :)


First off I am personally biased towarded 3.5e (and Pathfinder) myself, not to mention I have taught at least 5 people how to play using the 3.5 rules without a problem, 2 of which went on to now DM their own games.

I agree with N'wah above about starting her out with a "standard fighter", this is the way to go with newbies. This way they can learn the fundamentals of initiative, standard actions, move actions, etc.... aka the basics. "Standard" meaning none of the "combat expertise" tree, or at least that's what I believe it means. If she understands this well enough and has a strong desire to try magic, let her multi-class Sorcerer, Cleric, or even just start a new character.

It wouldn't hurt to 'twink' her out some and throw a low level magic item her way either... something fun, or just something awesome for 1st level. (Cloak & Boots of Elvenkind, +2 weapon, etc.) Working it into her story would be all that much more involving for her... Inherited /Stolen /Sought After again this could be another tie in for the NPC I mention next.

Make an NPC Cleric, Favored soul, Sorcerer, or Rogue to sidekick with her, but let her make all the decisions. With this sort of NPC she can ask questions in-game and stay immersed rather than breaking out to ask you "what she should do next".

Just a few ideas, I personally perfer playing an NPC when DM'ing, it can make things easier when the players get lost, but you honestly don't know how to direct them short of just blurting it out.

Good luck!

Dark Archive

Pathfinder Rulebook Subscriber

Definitely solid advice up there, too. A DMPC is a great way to help out without being too pushy. A freebie item or two can help as well, especially if it ties into the character ("this is the sword my father wielded in the Seven Kings War, and I intend to avenge his death with it!" etc., etc.) Heck, I used to set up my PCs with a "special" item at 1st level in some of my games, even when they weren't new.

It might not hurt to start out with a one-on-one game, to give her the basics, then let her integrate into a new or ongoing campaign after a few adventures. Let her get comfortable with her character, what that character does and what it can't do, etc. After a few games, she should be ready to jump into a group of players without too much hassle.

Happy gaming!


Sojourner wrote:

Hey folks!

My spouse is very interested in having me run a game for her, but I am unsure of where to begin. I have been reading and collecting RPG books (primarily D@D) for a few years so I am familiar with the concepts. With the release of 4E, I would like to get y'all's opinion on whether you think it would be easier for her (brand new player) to learn 3.5/PRPG or 4E? Which would be easier for me to run for her? Thoughts on best way to run a game for, admittedly, a much smaller than typical group (one)? Thanks!!!

Cheers!

First important question, have you DM'd or played any of the following 3.5 Edition, Pathfinder, 4th Edition? If you've played or DM'd 3.5 then Pathfinder is probably your best bet. I'd also suggest your spouse take a fighter as mentioned by the other guys.

The fighter is simple enough, few skill points, lots of HP's. The feats can be a little confusing and often forgotten by new players but she'll get the idea.
Mages are the worst option, closely followed by Clerics( at least clerics are tougher in melee). Rogues are ok but with all the skills that she needs to learn.
If however neither of you have ever played or DM'd then maybe 4th edition. All the Powers, Melee Attack actions, Ranged Attack Actions are written in the same format so should be easier to get into.

The final option I'd throw in is True20. Its D&D 3.5 but they've removed a number of the more complicated elements and allowed any character to develope how they want to. No level by level abilities, instead each level the character gets feats to take his\her level by level abilities. Check it out. All you need is a D20 all the way from start to finish of the game. You will need to get both the main book and Bestiary and I'd suggest looking at another one of the books which contains better Priest option and expanded weapon lists.
I've run a campaign to 8th level and it's been fun without the extra bits that sometimes get in the way of 3.5.


Concentrate on story, rather than system. If you can, try handle the mechanics for her at first, and let her choose what she wants to take on board. The mechanics are daunting for a beginner, no matter what system you choose. Explain all the options for a character as well. Let her pick what speaks to her. If you decide she should play a fighter, because it is simple, and she doesn't gel with the concept, then you have lost her, but if her eyes light up when you say "wizard", even though it is complicated to make and run a wizard, you have already engaged her.

Roleplaying is best when it is about story. Don't correct and steer her. Just equip her to take the game where she wants it to go.

This applies to all players.

About system. I strongly recommend storyteller. You can download the quick play rules here: White wolf downloads page.

D&D used to be the beginner game. Not any more. It has become a very cumbersome system to teach and to run. Storyteller will free her to make a character that has real depth built in, and her lack of knowledge of a setting is overcome by the modern setting.


Taliesin Hoyle wrote:

Concentrate on story, rather than system. If you can, try handle the mechanics for her at first, and let her choose what she wants to take on board. The mechanics are daunting for a beginner, no matter what system you choose. Explain all the options for a character as well. Let her pick what speaks to her. If you decide she should play a fighter, because it is simple, and she doesn't gel with the concept, then you have lost her, but if her eyes light up when you say "wizard", even though it is complicated to make and run a wizard, you have already engaged her.

Roleplaying is best when it is about story. Don't correct and steer her. Just equip her to take the game where she wants it to go.

This applies to all players.

About system. I strongly recommend storyteller. You can download the quick play rules here: White wolf downloads page.

D&D used to be the beginner game. Not any more. It has become a very cumbersome system to teach and to run. Storyteller will free her to make a character that has real depth built in, and her lack of knowledge of a setting is overcome by the modern setting.

Whilst I agree with the 'if her eyes light up when you say Wizard' description, I think you'll find her eyes quickly glazing over when she tries to read through the spells and she gets beaten up by everything she meets as well the disappointment when she finds out she can only cast a couple of spells a day(3.5 edition).

As for using white wolf....maybe but you've got a lot to work out to get started. I've run several White wolf campaigns including Vampire, Werewolf and Mage and whilst the Storytelling aspect is great, it falls over in combat way too often.
If your going to branch out into a different system you'll need to really look around but for a Magic strong game Ars Magica is among the best I've ever seen. Excellent roleplaying aspects and you can invent pretty much ANY spell effect. It's set in 1200's around the crusades in europe but Mages are real and you have to survive.


If her eyes really do light up when you say wizard, think about running a city campaign for a while. Then, it's easy to space encounters with rest time. She's not stuck in a dungeon, lots goes on but a lot less of it is violent combat compared to general encounters, and she doesn't have to learn about extended dungeoneering supplies and equipment.

You could set her up with a master wizard for her apprentice and have her do various errands and missions about town. Then, at the completion of each one, you could have her meet with her mentor and discuss how things went.

That might be a good sort of campaign to ease someone into the game.


Sojourner wrote:

Hey folks!

My spouse is very interested in having me run a game for her, but I am unsure of where to begin. I have been reading and collecting RPG books (primarily D@D) for a few years so I am familiar with the concepts. With the release of 4E, I would like to get y'all's opinion on whether you think it would be easier for her (brand new player) to learn 3.5/PRPG or 4E? Which would be easier for me to run for her? Thoughts on best way to run a game for, admittedly, a much smaller than typical group (one)? Thanks!!!

Cheers!

I'd recommend 4E in general, manily because it tends to be better suited for running a small, single player game, and is a simpler system to master as a whole - though, as others have mentioned, it doesn't have a default 'easy class' like the 3.5 Fighter.

However, the advantage is that all the of the classes are around the same level of mastery, so if she is very interested in a rogue or wizard or something similar, she won't face the various obstacles 3.5/PRPG might contain.

In any case, one of the things 4E brings to the table is the concept of 'minions' - disposable cannon fodder who are a threat to the PCs, but go down in one hit. This helps allow you to create an encounter that is appropriate for the character - despite them being only one player - but still gives them the exciting of taking down multiple foes in battle. (With the occasional enemy being a normal monster or NPC, and thus taking several more hits to defeat.) If you did go with a 3.5/PRPG campaign, you could craft a similar situation through the use of monsters with extremely low CR (1/4 or 1/3), though it might still be a bit hard to balance that for a 1 player game.

I'd also advise building an adventure around the use of quests - give the character a clear goal that they can work towards. Some of these might not involve any combat at all, but instead feature creative use of skills or similar ('Deliver the message to the hermit' might involve social checks to find out where the fellow lives, followed by survival skills or physical skills to find his house in the hills and scale the rocks surrounding it, followed by knowledge checks to solve the riddles he demands people answer before he speaks with them, etc.) You can reward xp for the completion of these quests, and that helps allow for advancement even outside of simply fighting wave after wave of monsters.


There are several older edition modules that are meant for a single player and DM (HH series figthers challenge I & II, Thief challenge I & II, etc)

some others are The Gem and the Staff, Blade of Vengenance, Lathan's Gold.

Heck, you could even run her through Blizzards Pass or Ghost of Lion castle, though their actually solo adventurea, no DM needed, its a choose your own path sorta thing. You could easily insert yourself as the DM

With a little conversion work I'm sure any of those might do the trick.

I've DM'ed one of the Figthers challenges (don't recall which) before for a friend and it was a blast.

I was also the player in Thief's challenge II and it was great!

as i said I'm sure it wiuldn't take much to convert to any edition

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