When Gaming with a New Group, I ...


Off-Topic Discussions

Jon Brazer Enterprises

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How are you different when you are gaming with a new group? Are there certain classes/races you exclude? Do you play more "generic" characters until you get the feel of the group? Or do you let your freak flag fly high from the beginning and let them keep you/send you away based on who you really are?

Me, I tend towards core book options until I get to know the group, then I will play more exotic races and classes from later books.

Sovereign Court

I stick to one shots until I know if my play style meshes or not. Often that means PFS so those rules apply. Though, I don't always stick to PF as a system either, since many systems out there make for better one shots.

The nice thing about my approach is letting the lid off things and using whatever options you like. I mean a one shot is often the best way to test new rules IMHO. Also, how folks do with new limit can often reveal their gaming play style which is helpful in deciding if I want to continue rolling with them. YMMV.


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As I don't know if the group will be united or everybody will be playing on his own, I tend to avoid any class that relies too much on teamwork, as a flanking rogue.
I try to play self sufficient characters that can at the same time provide some kind of help to other PCs and at the same time keep myself safe.
Clerics are an all time favorite for this kind of stories, as they can perform well on their own (self buffing, self healing, some melee damage of their own) and at the same time provide help to other party members.

I try to avoid roleplaying low charisma or loner types, as I don't want to look too hostile to them because my character seems hostile. And if people doesn't get along well, I like being able to be the one to try to get everybody to work together and disarm potential conflict.


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The principle, for me, is that it makes more sense for 1 new player to accommodate 4-5 existing players than the other way round.

I try to talk to the GM as much as possible before the first session. I'm primarily interested in what their rules, preferences, and style are. I tend to bring the same kind of character I would bring anywhere else, but within the constraints of what the GM's comfort level is. People have different things they like/don't like about the game, different options they prefer to see in play, and I like to respect that rather than push those boundaries. It's a big enough system that I can have fun with almost any subset of its rules.

Within that, I tend to try to defer to the existing players as well. The first session or two, especially, I try to observe more than I display, to follow more than suggest or lead. That way I get a sense of what people are or are not comfortable with. In a role-playing context, that still gives me the freedom to be less generic down the line.

As far as classes/races, that really depends on what is in the group. If I join a group where everyone is human and fighter/cleric/rogue/wizard, I'm more likely to fall into a more "traditional" or "generic" mechanical choice. Likewise, if the group is each a different race and none of them are using classes published within 5 years of the original CRB, I'm probably going to be more exotic in my choices.

As an aside, if I'm GMing and looking for a new player, when someone reads my campaign guide and suggestions and comes back with a bunch of alternatives and arguments as to why I'm wrong, that is a definite red flag. I don't care if they love Race X or Optional Subsystem Y or Spell Z (or Alignment E) and can provide me with a 50 slide Powerpoint presentation as to why it is awesome--if I dislike it enough to specify I don't want it in my game, for whatever reason, as a new player to the table that should really be enough to not insist on it. The same thing with someone who finds out that the party hates a certain class or race and insists on playing that class or race.

Starting off in an adversarial posture bodes poorly for a new player's long-term prospects in my group.


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Periodically AoO the character of the player sitting to my right.

Just so they know I'm on to their inevitable betrayal.

Glares suspiciously at everyone.


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captain yesterday wrote:

Periodically AoO the character of the player sitting to my right.

Just so they know I'm on to their inevitable betrayal.

Glares suspiciously at everyone.

Bring it.

Begins limbering exercises and deep knee bends


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I read this subject title and the first thing that went into my brain was "Try to wear pants".


Dammit! You're one step ahead of me!

I got stuck on shoes.

Jon Brazer Enterprises

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MMCJawa wrote:
I read this subject title and the first thing that went into my brain was "Try to wear pants".

Try? So you don't always succeed? Are we talking kilts or commando?


Learn how to make them laugh, same as I do with all new people. Everyone has a different sense of humour and appreciating that is the first step to being actually funny.

Course, that's really difficult over the internet where you can't see them snicker and most people don't say that something was funny unless it was the best thing they've seen all week.


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Are you sure you really want to know the answer to that question Dale?

on topic...

I avoid playing any character that might disturb John/Jane McNormalfolk with a new group, until such time as I know how they fell about the dark/disturbing/etc stuff...if on board, good!

Actually, same for any mature subject matter not covered by the above categories. Evoking strong emotions can be good at the table, player/GM PTSD is not.


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MMCJawa wrote:
I read this subject title and the first thing that went into my brain was "Try to wear pants".

Hey, there is no rule anywhere that mentions pants. In fact, I can't even think of any third-party subsystems for pants. As far as I'm concerned, strictly RAW, they're non-existent and therefore I'm completely within my rights to ignore them!

For PFS, anyway. House rules may vary on this point.


I cast magic missile at the strangers.


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Pathfinder Adventure Path, Lost Omens, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I play the following clip, citing the wisdom of Mister E. Blackadder: "My name is Edmund Blackadder, and I am the new minister in charge of religious genocide. Now, if you play straight with me, you'll find me a considerate employer. But cross me and you'll soon discover that under this playful, boyish exterior beats the heart of a ruthless sadistic maniac."

And then I do sane-person things like getting a feel for how they approach character builds or inter-party communication-and if the fit's a bad one? I leave.


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"Don't try and wear the pants, you have to realize there are in fact no pants..."


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GM_Beernorg wrote:
"Don't try and wear the pants, you have to realize there are in fact no pants..."

Whoa.


I have only played with a new group about 4 times in my career, and that counts the first group I ever played with. The very first group lasted one game, but later ones under the same DM were great. The other's styles didn't mesh with mine, so I didn't stick around. I've been with my core group 30 years.

Now I don't think I'd be able to do so, due to my acute anxiety issues. Even bringing in a new player to my group makes me extremely uncomfortable nowadays. If my group were to break up I'd be stuck with a lot of books and nothing to do with them.


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I just act normal, unless someone complains...
At which point, I may alter that paticular play-style choice, or ignore them, and move on with my game, if I'm GHing.

[ah, who am I kidding? I'm always GHing, I'm the Game Hamster, not a Player Hamster...]


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Whenever I start a new group, I always run a Session Zero, where we talk about the game. The idea is to get everyone on the same page...

    Out-of-game expectations
  • Start time/tardiness: How soon after the slated start-time will we actually start playing? When do we stop waiting for late players? What's the protocol for letting the group know if you're going to be late? Are there consequences for being late?
  • Parking: When arriving for the game, where to park, and where not to. What are the consequences for parking in the wrong place? (i.e. will your car get towed away?)
  • Player absences/quorum: If one or more players can't make it, do we cancel the game? If not, what's the minimum number of players to have a game? What happens to the characters of absent players?
  • Food: Will there be food? Will we be going in on a meal together regularly? Will we try to coordinate who brings what snacks? Is alcohol allowed? Is it OK to open the host's refrigerator/pantry without asking? If so, what's fair game to consume and what's not? Does anyone have food allergies?
  • Foul Language: Do players need to watch their language at the game location? If so, what's acceptable to say and what's not? Do any players have ojections to language beyond what the host deems acceptable?

    Game System/Rules Expectations
  • Game System What game are we actually playing? Which version of the game system?
  • Rules Options/Sources: Which game rules sources are available to use? Third-party sources? Are any common optional rules in play? If so, which ones?
  • Home Rules: Does the GM intend to introduce any home rules or unofficial interpretations of rules? If so, what are they, and are they documented anywhere (e.g. a campaign website)?
  • Alignment: If the game system uses alignment, how does the GM interpret it. Are evil characters allowed?

Once that stuff is laid out, then we can start discussing the specifics of the campaign and the kinds of characters that would be appropriate. (e.g. on a seafaring adventure, a heavily-armored knight who rides a heavy warhorse might not be a good choice...) The GM may need to adjust what's being offered if the players aren't excited by it.

I like to present appropriate character options for the campaign, akin to the information provided in an Adventure Path Players Guide (e.g. the general themes/setting of the campaign; appropriate choices for favored enemy; etc.)

The Exchange

I just look at the party composition, then decide what class I want to play(so as to fit the group) - though what they may think fits and what I think fits may be different, find a race with darkvision and start rolling.

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