In a comment over on Deep in the Game, Tony Dowler suggests handicapping skilled players in gamist RPGs as a way to account for varying skill levels. Here’s the heart of it:

I’m learning to play Go. The guy who’s teaching me is way better than I am. Yet we have fun games because Go has handicapping built in.

I think this is a great idea, and for day 22 of the Blogging for GMs project I’ve got 4 suggestions for handicaps that sound pretty workable.

For starters, here’s a definition of gamism, in case you’ve never heard the term before.

Tony suggests two handicaps in his comment: scalable goals (tougher for the skilled player, easier for the neophyte), and “death points” that can be used to make your next character better when your first one croaks.

I like both of these suggestions, and thinking about them led me to come up with 4 of my own — here they are:

• Vary the amount of stuff each PC gets, so a player who’s new to D&D might get the magic items normally allotted to a higher-level character right from the start.
• Make the new player’s character more powerful. Avoid giving them more, or more complicated, abilities, and stick to things like giving them higher skills or stats than normal.
• New PCs get bonus hit points. If dying a few times until you get the hang of things doesn’t sound ideal, provide a protective “cushion” between the new PC and frequent death (which can be disheartening).
• Borrow from videogames: give the new PC several “lives.” If they croak, they spend one life and — poof — it never happened. (Warhammer FRP calls these Fate points, and gives them to everyone.)

What do you think of this idea, and these approaches to trying it out?