As promised, with this post I'll begin on how I manage the new player sitting down to play. I've tried to explain the positive mindset that sets the atmosphere for the game; now we can get down to the gritty details of what's done and in what order.
This accounts for all the D&D campaigns I've started and run. I've never run a game of my own that wasn't a campaign. Stew on that for awhile. I've run three different one-offs, each when I was acting as a DM for game cons in 1984 to 1986, all for strangers — with the same adventure being run four times, Friday evening, Saturday afternoon and evening, and Sunday afternoon. I never, ever run one-offs for myself. I feel I could do it, but I don't feel I'd get anything from it.
As such, all the players I introduce tend to be into ongoing games, where the existing players have already started several adventure threads, some of which are resolved and usually two to three that aren't. I like to keep the players hopping with multiple adventure threads at one time, just like the accumulation of events in books and movies.
Because of this, there is no such thing as a "session zero" for these players. They arrive, they generally know most of the players socially, though they might only know me; there's a simple meet-and-greet, as usually there's a half hour or hour of getting comfortable before I begin play. Players start showing up as early as Six PM and we are usually playing between quarter of Seven and Seven.
With the campaign ongoing, there's no real opportunity to "make the first combat easy," as I often hear advised. The first combat the new player will face will be the next combat, whatever that happens to be. As the new player will roll a 1st level character, REGARDLESS of the level of the party, if the battle is something that high levels would face, the party are sure to do their level best to shelter the new character while assuring there's some experience gained from the event. It's not my goal to encourage the player to feel "safe" in a combat. It's my goal to teach the combat system, explain what's going on with the other characters, give options to the neophyte and let the events work their effect on the new player's psyche. So long as the battle is exciting, I've witnessed no difference in the new player's attitude towards the event.
New players, I find, have NO preconceptions about what's expected ... and therefore, unless they're told otherwise, they will always assume that whatever they're experiencing is normal and reflective of everyone else's experience. This understanding is paramount. It's aided enormously by other players saying, regularly, "I remember my first time ... I was a 1st level and the party was fighting giants!" Or some such similar story.
All right. So the new player is introduced and the first order of business is rolling up a character. This takes half an hour. I'll get it started at 6:30 if everyone is settled, as this gives time for people to still eat (as they are getting off a shift and have come straight to my place), organise themselves, use my shower, whatever. I do not hand out a character sheet. Character sheets narrow the player's sense of what's important according to someone who ISN'T me or the player. Therefore, what the fuck is this interloper doing telling my players what matters with regards their character? Moreover, I have so many alternate house rules, many of them very elaborate, while character sheets are full of detritus and bad game design, none of which I use. Additionally, character sheets are thick as jeebus with blank ink circles, lines, images, elaborations and other bullshit that only gets in the way of the DATA, which is the only thing that's actually needed. Finally, if the player is an artist, and wishes to enhance their character sheet, they are free to do it as they please. In any case, the second best character sheet is a blank sheet of paper. The best character sheet is a word or excel document on a laptop. Fuck pencils.
But ... usually, the start is a blank sheet of paper. I've written out the process in my world, so let's skip the details. There are decisions to be made regarding class, race and other things, and if the new player is completely unfamiliar each requires explanation.
I was told in my first game that I had to be a fighter because that was "simplest." Everyone wanted to get past the trouble of getting me invested in the game, because they were basically kids ... and kids see things in terms of primacy. I was told to write, not make choices ... and the advice to do this with new players is all over. However, it's been nearly 43 years since my first game and I've learned much. It's true that a first-time player can't "appreciate" which class or race they play ... if "appreciation" is defined as knowing what to do, how to get the most from each, or even exactly what it means to be a given type of character. BUT, as I've stressed, it also doesn't matter what character class the new player fails to play well. Good play is not what we're teaching. We're teaching the fundamentals of play.
IF the first time you play baseball it's in a league game, then yes, it makes sense to put you in right field where you'll do the least harm. Chances are, however, you're only playing in that situation because someone has the means to force the coach to let you play at all.
On the other hand, if your first time playing baseball is with your friends, or in a practice, then it makes sense to try you in every position possible, even on your first day. A good coach can recognise a player's reach, stance, speed, coordination ... in short, the player's potential, and it may be that a brand new player may find his or her self playing short stop on their first league game ... and doing well at it. Pitching is harder, but the player being a back-up pitcher is a possibility; so if the lead pitcher gets injured in the first inning, then yeah, you're up. "Do your best kid. The worst thing that happens is that we'll lose."
The playing of a difficult character class can't possibly act as a detriment to the party, no matter what it is — unless you're the sort of dumbfuck asswipe who thinks game results like "accidentally setting the ship on fire with a fireball" is possible from a mage who has spent at least 20 years of his or her life learning HOW to be a mage. Any character, even a non-level with 1 h.p., adds something to the party ... so the negative consequences of letting the new player try a mage, bard or assassin are none at all, at least for that reason. If a dumb noob gives away the party's position by shouting out, it doesn't matter what class is being played.
The argument is often made that it's time consuming to teach the new player how to play a spellcaster. Why? Because 1st level spells are so complicated? Because the DM can't just name off five or seven of the most obvious good spells to take early in the caster's career, define each in a sentence and let the player choose? Because the other players are really, really bored having to wait for the new player to roll up this class?
Nonsense. Players in my game are as fascinated by someone else rolling up their character because they are also invested in the results. And because they're encouraged to call out advice and take part in the proceedings. The creation of the new character is a group activity. There is no right answer and no wrong one. Only possibilities. And everyone has an opinion — with the necessary argument to back it up. New players are not stupid. They recognise the tone and facial expression of someone legitimately trying to be of help. Remember, my game table is a positive community. They like the feeling of having their opinions given latitude and consideration. Soon enough, the various details are sussed out and the character comes into existence. It's okay, whatever the character is. The player will get LOTS of help on how to run it, with respect given absolutely that this involves suggestions and not dictates. I'm there as DM to ensure everyone has a fair say and that no one is bossing anyone around.
That is my nature as a DM. I may boss you around, Dear Reader, but that's because I'm correcting your gawddamn rotten thinking. You start sounding like a giving, supportive, positive, creative person, and I'll bend over backwards for you, writing posts you want and spending endless time replying to difficult questions. I take this same stance with every player in my game, new and old alike. Have a question? A beef? Something unclear? Let's haul it out, talk it over, come to an agreement and move on.
Games I've watched other people run are always rushing to get to the "game" ... and as a result, try over and over to blast through player questions and doubts. As such, these never get properly and patiently addressed. Which builds resentment. Which builds discouragement and players not turning up at games.
A good campaign has to invest the time — an entire session, if need be — to sort out every petty detail down to the nap, until everyone is in agreement and on board. Those who repeatedly resist each resolution are recognised as "in it for themselves," and are called out for that behaviour. If they cannot adhere, or won't adhere, to the agreed-upon sorting out of game play, then they're asked to leave.
The result is that everything is eventually discussed, reviewed, redacted or tabled for discussion later when more evidence is accumulated. Different matters having to do with my game, such as the implementation and function of sage abilities, are still in session with regards to my party ... and here we're talking of a subject that was ultimately placed in discussion by four different campaigns over the last ten years. Each group of players brought their own take and slowly, steadily, the function has taken form — not strictly because of what I wanted personally, but through what seemed to be best for all concerned.
It's generally disbelieved that real human people can come to conclusions like this through talking. I don't know why. I've witnessed it hundreds and hundreds of times.
So.
The new player is now ready to play. But I have written quite a lot today and I'm ready for a break. Thus I'm going to suspend this next part for the next post. Farewell.
This has given me a lot to think about.
ReplyDeleteI really enjoyed the character-building process for Juvenis. But I think I need to do it a few more times to really get the heart of it.
I've made a cargo container's worth of characters on the generator. Honestly the longest and most difficult part of the process is writing it down. We still use pen and paper since our play area is pretty small.
ReplyDeleteBut the act of discovery, the oohs and aahs of your strength and weaknesses never gets old. Every new party member has so much exciting potential!
I am still working on the rewrite: 237,699 bytes and counting:
ReplyDeletehttps://wiki.alexissmolensk.com/index.php/Character_Background_Generator
The greatest value is that the wiki page provides explanation for every result, which has taken time to write but is most interesting. The downside is that it's not in a randomly generated format. There are many results that I've taken out and multiple results that I've added ... which, to the latter, I think greatly improves the process.
I haven't gone to the container load worth like Pandred, but recently I was using your background generator (the excel sheet "Character Background Generator 2012") to see what kind of results for different character builds one could expect. I was just experimenting to see what affects different characters would have based on what the makeup of a party was and how the specific high/low ability stats could effect the party. Made up 3 parties of 5-6 characters, mostly so if I adopted it I wouldn't be surprised at the results when starting new characters in a campaign.
ReplyDeleteTo the point of your post I have never understood the advise to hurry through the character creation. There is strategy and exploration for both the new character and the veterans. My only additional angle to your explanation is point buy systems are so dominate in computer iterations of roll playing and MMO games where there are not only enormous number of options/combinations of options there are many that are clearly more beneficial in the constrained environments of such games. As a new or casual player you have not invested the time to understand all these nuance and can quickly become clear that you made choices that can sometimes significantly impair you success in the game. Again this can bring in the loss aversion issues players have.
I really like the changes you have made on the wiki and in trying to catch up have been reading through all of it constantly thinking how best to turn it all into a spreadsheet to be as useful as your previous one.
I know I'm late to this, but as best I can tell others still use the excel character creation sheet. Not sure of the appropriate place to put this given the new method you are creating, but I did discover what I determined to be a few typos (they are cell reference errors). I put this and my correction below for anyone that uses it or if any of this is copied to create a new generator based on your rewrite.
sheet: Str cell Q18 - "P2 = -2" should read "P2 = -1"
sheet: Int cell C56 - "B39 > -1" should read "B29 = -1"
sheet: Wis cell C20 - "B4 > -4" should read "B4 = -4",
"B4 > -6" should read "B4 = -6",
"B4 > -7" should read "B4 = -7"
sheet: Cha cell B35 - "B21 > 9" should read "B21 > -9"
Zarious,
ReplyDeleteThat old sheet is very old and yes, rife with errors. Not only in excel programming but also in rules that are defunct in my game and game philosophies I've re-evaluated.
Twice now, once in 2016 and then again in 2019, I've tried to rebuild the table from scratch; on both occasions, I must admit, I've been overwhelmed by the task - not only because I want to fix the errors that exist, but because I'm always able to think of something new to add, and that approach sometimes makes completing something impossible. "A work of art is never finished, it's abandoned," is a proviso I've been forced to live by.
I regret that I've given the impression that I "rush" through character creation. Let me reassure you that if half-an-hour seems like too brief a period, it's only because in this regard I'm exceptionally efficient. I know precisely what needs doing and in what order, to get the character "on its feet" and into the game ... but let me reassure you that the "character building process" is something that occurs in an ongoing manner in every session that's run thereafter. I have an idea about how to expand that point with a post, which I'll write this afternoon.
Regarding point-buy systems; you're right that the new and casual players don't understand the nuance of these and that they can impair performance. I don't like point-buy; my sage ability system strives to replace this with "skill choice" in the sense that players choose from a "menu" rather than a list of ingredients. You get to choose the lobster from your list, but I'll decide how it's prepared.
But understand: not understanding the nuance of chess and bridge will certainly lead to regretting one's choices; not understanding how university works will lead to regretting one's course schedule; not understanding how the world works will lead to regretting your education in law or nursing. Choices lead to regrets; and no one can know everything about anything. I put it to you, if I were to run a game in which the point-buy system with which you're familiar existed as-written, you'd still regret your choices because MY CHOICE of how to run a session wouldn't be what you expected. In a GAME, making a choice you regret IS the game.
My solution is to allow you to introduce, as it happens usually about eight months after your first character, ANOTHER character which you make from scratch, with all the benefits of having learned more about my game by the time you get there. Plus your opportunities to roll a new character should you die. Seems like a fair method of providing players to get better. I see NO reason whatsoever why any game, period, or why I as a DM, have any personal responsibility towards a players' loss aversion.
You pays your money and you takes your chances. That's how the ball bounces, sweetheart.