Ælio
|
I have recently started a role-playing club at my University, and some whatever reason we have had quite the turn out of interested individuals! The catch is that most of them have never played RPGs at all, let alone table top D20s.
I worry about introducing the massive amount of information that comes with learning to play a RPG. Getting them to understand the rules without making it seem like another class lecture seems difficult...
To remedy this I've started working on a Prezi presentation (like powerpoint but it zooms around). The link to the online presentation can be found here: http://prezi.com/lpwltwlrex61/pathfinder-rpg-intro/
If anyone has any recommendations of what to do, any advice on what to include in the prezi, or any other comments at all I would be most appreciative.
Thanks for all the help!
-Elio
| Mr. Green |
I would provide a mini adventure walkthrough. Kinda like a choose your own way adventure book. Then a walk through highlighting basic character creation steps, maybe with hyperlinks to common terms. I would think even running mini adventures with permafrost characters. Or/and a simple role playing exercise with no dice.
| Foghammer |
If you don't have the money to drop on the beginner's box, I recommend downloading any of the free modules/single adventures that Paizo might have up (Master of the Fallen Fortress and We Be Goblins are the only two that come to mind). They generally have pregenerated characters.
I don't know how big of a turnout you have, but for some reason I feel like it's more than 10-15, if you're doing a presentation. If that's really the case (and holy crap is that awesome, btw), then you might need a more structured and practical, hands-on approach. See the spoiler.
Each folder should have a completed 1st level character of that class in it, along with about half a dozen character sheets. Gather the people up in groups based on the class that they are interested in and give them the folder that corresponds to that class.
Now you can go over character creation in general, and when you open the floor to questions, you've got groups who are all pooling their knowledge about their chosen class. That should help keep the questions focused.
Once characters are made, you can divide them up as evenly as possible into parties and run them through a few scripted encounters. Tell them they can roll the dice, but only use your own results, and tell them to follow along.
Actually running a mini-adventure for even 10 people, while it sounds manageable to some degree, can be a nightmare. If you've got a crowd,I would definitely consider making a bit of a "class" of it, but let it be hands on and fun. Plug the Paizo forums, the PFRD, and see if any of those people are interested in becoming DMs rather than players. Teach those people more in-depth so they can help out with simpler questions.
Again, I don't know exactly how many people you have, and my suggestion may be way over the top, but I feel like if you felt the need for a slideshow, you must have a frickin ton of people. o-o;
| Doomed Hero |
Start with pregens. Really basic stuff. Fighters, Barbarians and Sorcerers with really basic feats and spells are good choices.
Have the Pregen characters in a dirty pit fight or something like that, facing off together against a couple orcs or goblins or whatever.
At the end of the fight, make the PCs fight each other.
This will illustrate movement, basic combat mechanics and establish a frame of reference.
After the fight is done, say something along the lines of
"Alright, now your characters are all there having infiltrated an illegal gambling den where they pit criminals against each other. All your characters are a team of bounty-hunters and freelancers hired to do what the local law enforcement couldn't. Think of a character concept within that framework, and I'll help you wrap the mechanics around your idea."
Make sure there are as many copies of the core book or laptops with the SRD as possible, and set them to making characters.
Once they're ready, if there's enough time left in the night, kick off a classic bar-fight inside a seedy gambling den.
That should be enough to teach them the basics without making it boring or tedious.
CalebTGordan
RPG Superstar Season 9 Top 16, RPG Superstar 2015 Top 32
|
I have LOTS of experience teaching new people so here are some tips.
- Start with the basics. This means doing a few no dice role plays. These are really easy to do and I have improved a couple of them for people on a camping trip where dice are no where to be found. The first one was so popular they begged me to do a second one and more people joined in the fun.
Here is how it works. Take the basic classes (Fighter, Rogue, Cleric, Wizard,) and just explain the basics of what they are. Fighters are experts in combat and have more health and defense. Rogues are stealthy and sneaky, but have some good tricks in combat. Clerics are healers and provide the party with buffs but are also decent in combat. Wizards rely on spells to do amazing things, from damaging many foes at once or taking control of an enemy.
Let them each pick one and then just run them through a quick scenario. Let them each get a feel for making decisions and visualizing the setting and characters. Allow them to understand that they can explore, interact, and manipulate the world their characters are in.
That is often overlooked by new players who jump right into the rules first and role playing second. They are taught roll playing, not role playing. Help them understand that aspect first before jumping them into understanding rules.
- Let them know that the purpose of the game is different then most video and board games. There isn't a losing condition outside of your character dying, and that the GM shouldn't be competing against you. The purpose of the game is to overcome challenges and create a story as a team while having fun. If they (or the GM) is out to get anyone else at the table then they are missing the point.
- Hand them pre-made character sheets and show them where to find their attack modifiers, damage, saving throws, Armor Class, and health. Let them know that everything else should be ignored until later. Ask them to circle or make notes on the character sheet so they know and will remember where those stats are.
- Briefly explain combat. Movement, attacks, and health are really all that need to be covered. Don't explain attacks of opportunity, combat maneuvers, or terrain. You can mention them, but let the group know those are more advanced subjects that they will learn later.
- Spit the group up into small parties with experienced players acting as GMs. Have each group run through a combat and short role playing scenario. Let the GMs know that they are free to explain things like skill checks, saving throws, and the basic spell casting info. The play shouldn't last more than an hour, so it would be just enough to let them experience how things worked.
If they want to play more, suggest that groups be formed with a ratio of two experienced players to one new player. If that wont work then make sure there is at least one experienced player besides the GM.
- Use Pre-generated characters for the first couple sessions, and have the first couple sessions be 1st level games. This lets the player learn all the basic features of the classes before worrying about the more advanced ones.
- Take the time each meeting after the first to review and teach them something new about the rules. Character creation can be tackled once everyone has had a chance to play a couple times.
The key is let people move into the hobby on their own speed. If there are players who want to dive right in, let them know where to find the rules and encourage them to study.
- Always ask questions. Talking to someone about the rules is not teaching them the rules. Tell them and show them then ask them and have them demonstrate. Review by questions will make it clear to you if you missed something and it will more firmly implant in their minds what they learned.
Ælio
|
Thank you all for all of the help! It looks like I'm going to have about 20-30 people I need to introduce PF and d20 too, but with all of your advice it shouldn't be too difficult.
I totally missed the release of the Beginner Box, and that looks to be exactly what I need to ease all these players into PF...literally use it for what it was made for. Since that won't be out until later this month (and I need to find a local sponsor to help cut the cost of buying 4-5 boxes) I'm going to try to meld what Fog/Caleb mentioned into one wholly mental introduction to roleplaying/pathfinder.
I'll just use powerpoint + group activities to introduce the concepts of character acting and try to instill some element of "fantasy" into it. I think we have a room I can use that has 1ft squares on the ground... PF with human minis on a 'map' would be awesome as an intro xD
I'll post up the final version of the powerpoint, though it will be rather barren text wise; since no one loves walls of text.
Again, thank you all for the great ideas and the help!
-Elio
| finitebees@gmail.com |
I have recently started a role-playing club at my University, and some whatever reason we have had quite the turn out of interested individuals! The catch is that most of them have never played RPGs at all, let alone table top D20s.
I worry about introducing the massive amount of information that comes with learning to play a RPG. Getting them to understand the rules without making it seem like another class lecture seems difficult...
To remedy this I've started working on a Prezi presentation (like powerpoint but it zooms around). The link to the online presentation can be found here: http://prezi.com/lpwltwlrex61/pathfinder-rpg-intro/
If anyone has any recommendations of what to do, any advice on what to include in the prezi, or any other comments at all I would be most appreciative.
Thanks for all the help!
-Elio
my advice start everyone at lvl 1 just using the corebook. maybe have them use pregen characters. Give them homework as well theyre i college they should be used to hit have the memorize the way actions and combat works. once they have the basics you can introduce the to some "fun" rules like being swallowed whole.