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Post by Bad Neighbor on Mar 16, 2016 22:16:43 GMT -5
Hey, all. I put myself into an interesting situation.
My regular gaming group dissolved a few years ago and I've since found myself really missing tabletop gaming. Every now and then I suggest to my wife that she try playing, and she dismisses the idea pretty quickly. I'm careful not to make her feel pressured, but I try to address her reasons for not playing ("I don't know what it is", "I don't think I'd be good at it", etc). Last summer, during our annual discussion of the idea, I asked her: "If I can convince your two best friends to play, will you give it a try?" She said sure, why not.
Well, I did it. I managed to talk her friends into giving it a try. None of them have played before and they all had similar concerns about it, namely they don't think they'll be "good" at it. I also got one of their husbands involved, who says he played once a long time ago, and he's at least more enthusiastic about the idea.
It's not a total uphill battle. They've all got a lot of experience in performance art: acting, improv, and so on. Those skills play incredibly well in a tabletop environment. My group in college was made up of theatre kids, and they were a blast.
I'm not going to be pushy with the game, and if it seems like everyone's miserable I'm going to call it off, but based on their personalities, imaginations, and senses of humor I honestly feel like they'll have a great time if I present them with the right game in the right way.
My question is: what advice, if any, would you give to someone who's planning and running a session for people who are not only new, but also skeptical about D&D?
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Post by Xion Praeten on Mar 23, 2016 17:41:18 GMT -5
Well, "winning" is never the point of D&D, right? So, there is no need to worry about being "good" at it. Only YOU can play the character you want. It really is just about hanging out with friends, telling a shared story together and pretending to be an imaginary character. Hook your new players in the character creation part in the beginning. Let them flesh out a real character with a backstory, motivation and dreams for the future. Help the players feel invested in a character by running a one-on-one prelude story with each (we stole this from Vampire: the Masquerade, but I can't recommend this enough). This gets them hooked on their character and informs their decisions as players. Give players the freedom to navigate a situation with their characters that feels real (i.e., one could do that, but if one does, there will be internally consistent consequences).
When you get all the players together for the first all-play game session, have a world ready for them to explore. A lot of work goes into world building. If you are using a module, that can be a whole lot of fun too . . . and so then you would just focus on character creation that makes the players invested. Best of luck! I hope you all have a great time playing D&D!
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Post by Bad Neighbor on Mar 29, 2016 14:22:06 GMT -5
Hey thanks for the input, man. I crossed the first hurdle last weekend when my wife sat down to make her character with me. I was sure she was going to hate the process, as the rules are the aspect of the game she seems to be most reluctant about. She surprised me, though, and took two hours to build her character with me. She agonized over some decisions. She's really happy with her result.
The other three players are coming over tomorrow night to make their characters. If they can get as into it as my wife did, I think we'll have a good first session.
The game will be on Saturday night. I'll let you know how it goes.
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