| Rapthorn2ndform |
I run Pathfinder at my local game shop for newer players ages 7-12.
-they MOSTLY understand the rules, and understand the new ones as they come up
-they DON'T really understand the role-playing aspect quite yet
I want to try and fix that
as a current campaign wraps up i would like some ideas for a good starting point to get some role-playing and some combat in the first session
| Lvl 12 Procrastinator |
I run Pathfinder at my local game shop for newer players ages 7-12.
-they MOSTLY understand the rules, and understand the new ones as they come up
-they DON'T really understand the role-playing aspect quite yetI want to try and fix that
as a current campaign wraps up i would like some ideas for a good starting point to get some role-playing and some combat in the first session
Goblin infestation in the innkeeper's basement.
Starts with role playing something they can get their heads around: finding a place to sleep at night and keep their things. Introduces interactions with NPCs in the form of negotiations. Ends with combat, possibly for pay.
| Kolokotroni |
Like Kaeyoss said, dont be afraid to rely on tropes for young players. They havent gotten to the cliche part yet. Most of us started with save the princess from the evil wizard in his tower kind of games when we were kids. Build off of tropes that exist in popular fairy tales and such. Let the child emulate a character they know (the gallant knight out to rescue the princess). This should help them get started.
Larry Lichman
Owner - Johnny Scott Comics and Games
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Taverns rule for new players!
If you want to get them to role play, try one of these little scenarios to get the ball rolling:
Have a cute waittress/waiter come up to them and have them flirt with the PC who has the highest Charisma.
Have a burly drunk pick a fight with the PC with the lowest Charisma.
Have someone sit down at their table and not say a word.
Have someone at a neighboring table mention the name of a PC in conversation.
Basically, force some interaction on them - don't wait for your players to start it. If one of your players is more outgoing than the others, target his/her PC. If you can get one role-playing the others will probably fall in line soon after.
I think you'll be surprised at how quickly your players get caught up in this experience. It's very likely that they don't role play because they've never really had the opportunity to do so and don't know how much fun it can be, so make it easy for them!
| Valkir |
I run Pathfinder at my local game shop for newer players ages 7-12.
-they MOSTLY understand the rules, and understand the new ones as they come up
-they DON'T really understand the role-playing aspect quite yetI want to try and fix that
as a current campaign wraps up i would like some ideas for a good starting point to get some role-playing and some combat in the first session
First, thank you for taking a hand in guiding the next generation of tabletop RPG'ers.
Second, I hope they are playing good guys; and willingly at that.In the past I have tried to relate the various role-play archtypes to other characters that young ones may already know.
Paladins are like Superman: Courageous, and willing to do just about anything to help those in need.
Fighters can be like Batman, Spiderman, Wolverine...
Lara Croft is a good rogue analog; full of skill and confidence.
Point to "Kung fu Panda" for kid-friendly examples of the Monk class. well, except the Jack Black character.
Come to think of it, can you provide some examples of what the kids are playing?
| Rapthorn2ndform |
Rapthorn2ndform wrote:I run Pathfinder at my local game shop for newer players ages 7-12.
-they MOSTLY understand the rules, and understand the new ones as they come up
-they DON'T really understand the role-playing aspect quite yetI want to try and fix that
as a current campaign wraps up i would like some ideas for a good starting point to get some role-playing and some combat in the first sessionFirst, thank you for taking a hand in guiding the next generation of tabletop RPG'ers.
Second, I hope they are playing good guys; and willingly at that.
In the past I have tried to relate the various role-play archtypes to other characters that young ones may already know.
Paladins are like Superman: Courageous, and willing to do just about anything to help those in need.
Fighters can be like Batman, Spiderman, Wolverine...
Lara Croft is a good rogue analog; full of skill and confidence.
Point to "Kung fu Panda" for kid-friendly examples of the Monk class. well, except the Jack Black character.Come to think of it, can you provide some examples of what the kids are playing?
Gladly and yes, good is a requirement but they tend stick to it pretty well
1) The youngest in the group is playing a Barbarian
2) His older brother UNTIL RECENTLY was playing a Paladin who for some unknown resaon decided "Slaughter all friends" and failed miserably, and what stinks is he was a pretty good paladin up until then
3) the 2 aboves father who was against them playing (blabla satan bla) but sat in and watched and eventually joined playing a cleric
4) a 2-weapon fighting Sword and Shield fighter
5) a rouge bard
6) another younger one is playing a wizard and she understands the game probably the best of them all
7)
Lincoln Hills
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Your Cleric is going to be keeping a close eye out for content he considers inappropriate. Make sure that the PCs encounter evidence of a villain's evil deeds so that they realize destroying him will prevent the suffering of others. At the same time, make sure that the evidence of this villainy isn't super-graphic. Families grieving at gravesides is a good one: stumbling onto a blood-spattered triple murder scene is out. A curse upon the land that kills vegetation is fine: a curse that reanimates the dead is a bit too intense.
One game-store GM I know of had a humorous idea that I felt kept the game light and fun: he'd made color copies of various famous people/cartoons and introduced them as various NPCs.
Give them a village to return to between adventures (yes, I know it's super cliche.) Good stock NPCs for the campaign include the Straight-Arrow Sheriff, the Pompous Mayor, the Kindly Village Priest and the Shifty Cowardly Merchant. You can keep the NPCs fresh with odd gender/race/class combinations (such as a Straight-Arrow Sheriff who's actually a female dwarf rogue.) A Lapsed Paladin presented as a tragic figure might be interesting since the kids are now aware that paladins, at least, can lose their awesomeness. A Monster That Went Straight, such as a kindly giant hermit or a goblin street-sweeper who generously offers to share his Rat and Sawdust Pie, is likely to become a favorite with them as well.
Oh - and if the PCs get monsters to surrender, use the Good Karma plot twists, not the He Circles Back When You're Asleep ones. You're trying to reward Good-aligned behavior, after all.
Also, not to toot my own horn, but check out the Combat Racing thread I started over in the Suggestions/Homebrew area for a notion that works well with game-store games. A poster advertising the Big Race at the Big City might be a good way to transfer the players into an urban environment when you figure they're ready for it.
Paul Zagieboylo
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The easiest way to get a group of mostly sword-slinging adventurers to start roleplaying is to stick them with a (possibly involuntary) adventure which takes place entirely in town. Arrest them on some pretense, and make a quest the price of not being locked up forever and/or hanged. Bonus points if they're being coerced by an evil regime and they find some clever role-playing way to subvert the request in order to "incidentally" take down the evil regime while they're at it. (Gods help them if they start slaughtering town guardsmen; remember, there are an infinite supply of town guards and some of them are 10th level or better.)
I love Lincoln Hills's twisted stock NPCs too, they never hurt. Kind and generous goblin street-sweepers. I stealing that also. Kids just eat that stuff up.
a 2-weapon fighting Sword and Shield fighter
He's dual-wielding longsword and Improved Shield Bash? That's... pretty sweet actually. I'm curious how a younger gamer came up with that concept, or if you helped him on the way to it.
| Rapthorn2ndform |
Your Cleric is going to be keeping a close eye out for content he considers inappropriate. Make sure that the PCs encounter evidence of a villain's evil deeds so that they realize destroying him will prevent the suffering of others. At the same time, make sure that the evidence of this villainy isn't super-graphic. Families grieving at gravesides is a good one: stumbling onto a blood-spattered triple murder scene is out. A curse upon the land that kills vegetation is fine: a curse that reanimates the dead is a bit too intense.
no no, he WAS, and then saw it was a harmless game and thought it looked fun
him and his kids have been playing for a year now| Rapthorn2ndform |
Rapthorn2ndform wrote:a 2-weapon fighting Sword and Shield fighterHe's dual-wielding longsword and Improved Shield Bash? That's... pretty sweet actually. I'm curious how a younger gamer came up with that concept, or if you helped him on the way to it.
No he asked for a sword and shield fighter and i gave it to him (in there first games i built the characters for them so they could get the feel of the game, and it had no shield bashing) and in his first combat said "Can i hit 'um with my shield too?"
and i said "Uhmm...well yeah but, not today, i redo this for you for next time"and VIOLA
He's pretty good too
i gave it to him at lv 4 and he's been playing it and it's now 9th level and kicks so much butt i need to throw in more powerful enemies to give him a challenge
| Valkir |
Not a bad looking group. A little heavy on the front line, but buffs, skills, magic, and a cleric (and adult to boot) to help herd them all. It is interesting that one of the youngers would pick a wizard, since it means forecasting and preparation to have the right spell on hand at the right time.
I like the thought of using pics from movies, catoons, comics etc. to introduce NPCs; especially if they behave as respective character. What youngster wouldn't want to lock stares with Yosemite Sam (Dwarf Gunslinger), or meet Ororo Munroe (Human weather witch)?
I recall an old campaign from my college years, where play began with all of us in a chain gang. We were prisoners being used as forced labor for some as-yet unknown BBEG. Suddenly a fierce beast attacks the gang! In the attack some chains are broken and some guards are put down. This gave some prisoners (US) a chance to make a getaway. We had to avoid the beast, deal with a few guards who did not want us escaping, and make it off the map to be declared "escaped".
Grandmikus
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First of all you should get rid of the aligment system. It might confuse them and even make them fioght each other because someone will want to be the bad egg of the group.
To help them learn about roleplay you have to start slowly and let things develop by itself. Hee is what I would do:
I set up few k12 dices that looked differently from all other. I said that each of these dices represent a good spirit that protect the characters. Each spirit will help their character in need if they will follow his instruction. I had the spirit of Friendship, Courage , Justice, Sacrefice, Hope and Love (at least 2 more than the number of players to give them more space to choose from). I described each spirit: what power did it have, what activated it and so on. For exaple: The spirit of hope gave the player and his teammates extra life if they were losing but didn't run because of what the Hope player encouragement.
You can easily come with other powers but the key to this little rule is timing and representation.
The powers need to feel powerful. While the class skills are their bread and butter you have to show them that they won because of the powers that are inside them aka. roleplay won this game, but don't tell them that.
After one or two games the players should start and abuse it by going the easy way and just making up the situations so that they can have the advantage. This is where you need to turn the powers off. To rebuke their questions use the old: "I wonder why ?". This will get them thinking.
Don't change the level of difficulty. Make them feel that the game became harder.
When one of them roleplays it well. Return the power of the spirit to him to show as an exapmle to everyone that the power may not be lost.
If you do it correctly you will see in real life how Simba became the Lion King.
This is one of many ideas. You can use it or change it be be sure to keep in mind these rules:
+ Roleplay is not a must, it should be seen as a helpful and positive option and never a chore that they must do to advance.
+ Keep it simple but let it expand if the players will want to.
+ Be their guide and reward good roleplay
+ Never give a negative feedback about the roleplaying aspect. They should feel relaxed
| Kalyth |
Backstory! Ask them to write a short backstory for their characters. Ask them to include 2-3 people that are important to their characters (relatives, nemesis, etc...). Tie their characters into the village or local area. Have the NPC interact with them.
Also have story-lines that require more social interation to figure out. Mysteries or villagers in distress.
Reward them for roleplaying. Give them access to influence in the setting through the NPC they interact with.
IvanSanchez
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Basically, force some interaction on them - don't wait for your players to start it.
I fully agree with this.
I would suggest building the adventure around the PCs. Have antagonists know the PCs by name. Add a temporary NPC member to the party. Pass them notes about what secret relationship the PCs have to some plot item.
Also, play some urban adventure and allow crazy (+/- 4, or even +/- 8) bonuses or penalties to social-based skill checks (diplomacy, intimidate, bluff, and the like) dependind on how well they do get in character. That should get overacting pretty quickly. I think throwing away some rules in exchange for the roleplaying opportunities is worth it.