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The Archives => The Dragon's Den (Archived) => Topic started by: Kindling on July 28, 2007, 06:58:18 AM

Title: A little advice, guys?
Post by: Kindling on July 28, 2007, 06:58:18 AM
Okay, so, a friend of mine who has never played a roleplaying game before has recently expressed interest in playing.

We've spoken about it a couple of times, and we're both saying we should give it a go soon. As she's a Lord of the Rings fan I was gonna start out with a fairly typical high-fantasy D&D adventure.

The game will likely be a solo as I don't have a group at the moment.

However, I've never mastered a game for anyone who is completely new to the hobby before. If any of you lot have, I'd love to hear some advice.
Title: A little advice, guys?
Post by: Ravenspath on July 28, 2007, 07:15:37 AM
My and my college friends used to show our girlfriends how to game. (Oh those where the days.)

Being a solo game could make this more difficult or easier. The first thing I think is to make the character pretty straight forward, the archetype of that class. Explain how and when skills will be used and then the combat. You may want to run a NPC companion along with her to 'show' what characters can do. This the reason that I think a group would be beneficial as she would get a chance to see what others are doing and emulate them.

Ask her what types of things she wants to do, since her character will be the only driving force behind the stories it needs to be something that she will enjoy.

Take it slow. You may have to explain combat, skills, taking 10, etc a number of times.

And fudge rolls if you have to. This may cause some disagreement, but I think it is key for new players to RPGing. There is nothing more frustrating to have a convert get frustrated and disappointed because they die quickly or almost always fail. Don't fudge all the time, but if it moves the story along and encourages her then I say go for it.

Most of all-make sure you are both having fun.
Title: A little advice, guys?
Post by: LordVreeg on July 28, 2007, 12:02:29 PM
I have to answer this.  
(and yes, Ravenspath, those were the days.  Yet take heart...my wife ganmes in 3 of my 4 groups...THAT is who you marry.)

I find it is always better to have the character creation and the basic intro one on one anyways.  Find out what she likes when she reads fantasy, what characters she enjoys.

WHat type of setting are you running for her?  If she is a LotR person, is she more gondorian or is she into the SHire?
Title: A little advice, guys?
Post by: Wensleydale on July 28, 2007, 12:20:38 PM
Quote from: LordVreegWHat type of setting are you running for her?  If she is a LotR person, is she more gondorian or is she into the SHire?

You forget Mordor; maybe she's a goth girl.

I agree with fudging rolls, however. Once she's got into it (assuming she does) you can start accepting bad rolls, and look innocent if she shows surprise at the end of her magnificent lucky streak.
Title: A little advice, guys?
Post by: SDragon on July 28, 2007, 02:11:53 PM
Best beginning character:

Human Fighter. Simple, straightforward, and no extra mussy mechanics to deal with. That said, she might insist on a spellcaster, and you don't want to make her feel forced to take a certain character.

Also, I definitely second the NPC companion, even if only to help balance out the game a bit. It also helps act as a sort of "tutorial" stage.


One more thing, before any actual adventure, run her through the basic combat mechanics by throwing a kobold or three (depending on how well she does) at her. Just remember that first level newbies are immune to critical hits.


Post some updates of the campaign, I love reading about solo session learning games. It might allow the rest of us to learn from any mistakes you might make.
Title: A little advice, guys?
Post by: Xeviat on July 28, 2007, 10:45:29 PM
I vote for the NPC companion as well. One of the beauties of writing a game for a new player is that all the old tired cliches we avoid for ourselves can be used for someone whose knew. Find out what sorts of adventures she'd be interested in, and build one for that.

While starting at first level sounds like a great place to start, I don't think you should do that for someone just starting the game who likes LoTR. High Fantasy is usually epic in scope, and fighting 2 goblins as an "epic encounter" just doesn't work. I'd recommend starting with a few levels under their belt, depending on what class interests her.
Title: A little advice, guys?
Post by: Thanuir on July 29, 2007, 12:15:45 PM
My default answer is to suggest a simpler game for intro. Like Risus (http://www222.pair.com/sjohn/risus.htm). Or, say, Breaking the Ice (http://index.rpg.net/display-entry.phtml?mainid=5380).

Assuming you are dead set on D&D, don't fudge, but instead give her luck points (use something physical; poker chips, extra dice, bottle caps, whatever). She can use them to reroll any roll after hearing the results or to force a reroll on another character. Give 5 to start with and more when she gains xp.
Title: A little advice, guys?
Post by: Matt Larkin (author) on August 04, 2007, 10:18:08 AM
Quote from: sdragon1984Best beginning character:

Human Fighter. Simple, straightforward, and no extra mussy mechanics to deal with. That said, she might insist on a spellcaster, and you don't want to make her feel forced to take a certain character.
Another good approach (in my opinion) might be rogue.  Rogue gives a lot of options to learn skills (and if you can learn how 3 skills work, you can learn how 10 work), decent combat ability (but not totally focused on it, forcing creative thinking), and makes a cool concept.
Title: A little advice, guys?
Post by: Raelifin on August 05, 2007, 11:43:19 AM
You need: http://boards1.wizards.com/showthread.php?t=471897

Seriously. That's the best thread on DMing. Ever. Especially 1-player games.
Title: A little advice, guys?
Post by: limetom on August 05, 2007, 06:08:34 PM
Quote from: 471897

Seriously. That's the best thread on DMing. Ever. Especially 1-player games.[/quote
Seconded.

Also, if possible, let the player play whatever they want to.  Give them a general idea of what each of the classes are, and let them play whatever they want.  Probably just as important as having them learn how to play is letting them have fun doing it; limiting them in class choices could limit them in fun as well.