Easiest way to explain pathfinder / pfs to a newbie


Advice


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Does there exist something online I can print out and hand someone to give a quick and easy explanation and idea how this game works? I'm constantly trying to recruit for pfs, and I during my attempt to pitch the game I just realize how complicated it seems by what I'm saying.

Anyone have a step by step they can suggest, and maybe a piece of paper to introduce the game could be created through a collaborative effort?

Grand Lodge

I would be interested in such a thing as well.

Grand Lodge

ABOUT PATHFINDER:
If they know D&D:

Pathfinder is like D&D 3.75. It takes the framework of D&D 3.5 and builds on it. Try it out, it's fun!

If they don't know D&D:

Pathfinder is a roleplaying system kind of like D&D. Try it out, it's fun!

ABOUT PFS:

Pathfinder Society is a game where you can make a character, and then take it to any game of the right level where you haven't played the adventure yet.

Your characters:

1) are portable -- you can play them anywhere in the world, with strangers as well as friends;

2) will level every 3 sessions

(now is not the time to talk about exceptions, like slow play!)

3) will never have to argue about loot with other PCs, because of a cool innovation called the Chronicle system.

4) are neutral or good (never evil) PCs that work for an adventuring club called "The Pathfinder Society." You get assigned missions in strange places and try to succeed on the missions goals.

Try it out, it's fun! All you need is some dice, something to represent your character, and THE GUIDE TO ORGANIZED PLAY.

______________________

Print out a bunch of pregens. Let them choose one. Pick out a fun 1-2, and play it with them. Once they're playing, a ton of stuff will become clear that was not clear before.

Does this help?
Hmm


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For a class project I tried to do something like you are describing, though without any mention of FPS. It was meant to be a brief intro to the concept of tabletop RPGs and then had a brief run down of character creation using the Pathfinder rules. I don't know how useful you'll find it, if at all, and it is definitely rough. I'd take some of the character build suggestions with a grain of salt too.

Adventure and you!


Questions like, "how do you play" and such are the things that are difficult. I start talking game mechanics and realize this person had no idea what's happening.


I usually mention you are a player character, and someone runs other characters that you interact with. There are rules for how to do things, but limitations can sometimes be within your imagination. Dice are used with bonuses or penalties to determine the success of what you want to accomplish. .. then it goes downhill

Grand Lodge

Chaoseffect --

Ooh... Very nice content. Professionally formatted, too!

Human Fighter --

I wouldn't go into detail on game mechanics. That was why I was suggesting playing Pregens (especially those from the ACG.) All the mechanics that they need to know are on the character sheet:

1) the attacks they make
2) the skills and spells they have
3) their equipment.

We played the Confirmation once with 4 newbies, all using pregens. They got to try it out, and we explained stuff like game order (initiative) and attacks in context.

Just take them, and do it.

You can explain everything else later. They don't have to know how everyone else's character works, just their own.

Hmm


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I have a friend who used to start describing a hypothetical situation "You awake to find yourself outdoors, in the dark, wearing unfamiliar clothes. Ahead in the distance you can see what appears to be a church.....what do you do?" when anyone asked him to explain D&D or any other RPG.

Depending how it went he'd stretch the scenario out longer and longer reacting to their choices.....then he'd tell them they were roleplaying and explain that all the dice and 'mechanics' were for was measuring characters level of competence and success.

I usually ask some folks that ask me about it "Did you ever play 'Cops and Robbers' as a kid? Then you've already roleplayed....all the dice do is tell you who was right when someone shouts 'Bang....you're dead'"

As Hmm suggests when actually explaining the nuts and bolts of the mechanics I get them started with their character sheets and just explain things in context as they come up. First few sessions will always be slow, but we always learn better in context.......I've tried explaining it all step by step before a game....but I see eyes glazing the same way I do when I try and explain things to students in the library.


To clarify. This isn't necessarily someone about to play, but rather someone passing by and asking questions. I want them to be drawn in to play right then, or in the future. Mission is to get them interested.


Human Fighter wrote:
To clarify. This isn't necessarily someone about to play, but rather someone passing by and asking questions. I want them to be drawn in to play right then, or in the future. Mission is to get them interested.

If that's the case I really like fatbaldbloke's explanations. The cops and robbers example really sums up what is happening in a nutshell.


To get them drawn into the game, tell them what's happening in narrative.

IE

Passerby - "Oh, so what are you guys playing?"

PFSer - "It's Pathfinder Society, a game like DnD. Right now, we're in the middle of a crypt to retrieve a golden idol when suddenly we were ambushed by ghouls. I'm a fighter and I've just skewered one with my greatsword. That guy over there is a Ranger and he just shot one in the head. Unfortunately, our Rogue, that player over there, is paralyzed so we're trying to keep her safe."

Explaining the action is what will get people excited about the game. Mechanics are kind of dull for most people. If they ask what the dice are all about, just say that it's how you determine success or failure when you are attempting an action. Details about how the game works can come after they've decided to give the game a try.

Grand Lodge

Yes, Drogos, exactly!

Get them excited about the story -- the mechanics can wait until later!

Hmm

Sovereign Court

The 2.5 PHB had an "example of play" piece that was like a 2-page transcript of a party exploring a piece of dungeon, complete with back and forth between players and DM.

I still feel that something like that, with a properly chosen scene (so that it sounds exciting!) and carefully selected mechanical talk (so it makes sense to the lay reader) is a good way to do it.


Game mechanic explanation is inquired though. "How does it work? How do you play?

Scarab Sages

Human Fighter wrote:
Game mechanic explanation is inquired though. "How does it work? How do you play?

You just say what you want your character to do, and if there is a chance of success or failure, you roll a 20-sided die and compare the result to the difficulty of the task.

Grand Lodge

Human Fighter wrote:

Does there exist something online I can print out and hand someone to give a quick and easy explanation and idea how this game works? I'm constantly trying to recruit for pfs, and I during my attempt to pitch the game I just realize how complicated it seems by what I'm saying.

Anyone have a step by step they can suggest, and maybe a piece of paper to introduce the game could be created through a collaborative effort?

You should download and print out the Campaign Guide to Organized Play. Printing out the PreGens (If they're complete newbies to the game, I would strongly suggest showing only the CRB pregens) would help as well.


I think starting a newbie to RPGs out with Pathfinder is kind of like dropping a kid who can't swim off in the deep end of the pool. You need to start them off at the shallow end with a rules-light system. Then, after they get the gist of RPGs as a concept, point out "Hey, if you like that, you might like this, which is a bit more...comprehensive"


Tell them its like playing a Final Fantasy game but only with paper, pencils and dice.

Sovereign Court

Honestly, the Guide to Organized Play is not a very beginner-friendly document. I'd been playing RPGs for over 15 years and PF for a few, and it gave me pause.

It's a good reference document if you know how things work but need to look up a detail, but it's not a good introduction.


Just get them to a game and have them try it out. It sounds really complicated, but sitting with a group of friendly people who know whats going on will make it clear whether someone finds it fun or not. Many people are intimidated by the math at first but like playing the game. Most PFS groups have multiple people willing to help new players, at least in my experience.

Shadow Lodge

I remember when it was sold to me, a little over a decade ago:

Think about how you play an RPG game on your computer, and how you can talk to people, or attack bad guys. Then you come up against, say, a wall blocking your way. In the game, how do you get around that? I said something like "you either walk around it, or find an opening or something". Right, well in this game, you can do anything you can think of. You can be as creative as you like, and you can just do it. You tell me what you want to do, and your character does it. That's it.

There was a brief look at the spell list in the rulebook that my new wizard would have access to, which was quite a bit more than the common computer game RPG would allow, which was a rather huge wow factor.


Um... I don't know if this helps, but Paizo has a basic rule cheat sheet found here. Though... it doesn't explain pfs.


Before the rage with video games (the real, real rage with video games) I would tell new people that D&D is "let's pretend" with rules. You know, like cowboys and indians, but with rules.


I always start by trying to find a reference point they are familiar with, then build from that. Have they played D&D? Have they played any d20 system games? Have they ever played a role-playing game?

If someone is completely unfamiliar with the concept of a d20 system, I start with "This is a 20-sided die, or d20. Whenever you want your character to do something, you roll the d20 and add your listed bonus. If you meet or beat the target number, you succeed." Then I give one or two examples based on the stat blocks they are looking at--like attack bonus vs. armor class, skill check vs. DC, or saving throw vs. spell DC.

If someone is completely unfamiliar with the concept of role playing games, I explain that you take on a character, decide what things that character can do, and have adventures.

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