
If you GM enough games, you’re going to have new players — really new, as in “never played an RPG before” — in your group at some point. Bringing new gamers into the hobby is a good thing, but it can definitely be a challenge.
For me, the hook is to approach it just like playing a new boardgame.
When you sit down to play a new boardgame with your friends, chances are someone at the table will have zero experience with the game.
Assuming you’re introducing the boardgame to your group, it’s likely that you’ll have some experience with it yourself — and that’s the assumption I’m making here. (Being a first-time GM is a whole other ball of wax.)
So what do you do? You…
Explain the rules. Boardgames are (generally) simpler than RPGs, so with an RPG you don’t want to explain all of the rules — that’s a great way to frighten off first-timers. Instead, explain the basic concepts, and give them an idea of how the overall game works.
Play a sample round. The best way to teach is by example, so you deal out the cards, set up the pawns (or whatever) and run through a couple of turns. This acts as a refresher for anyone who has played it before, and an intro for those who haven’t.
Start simple. For someone who’s never played an RPG before, there’s a lot going on, and it’s easy to forget that for them, it’s all new. So you keep it simple — run a pretty basic scenario, not the Meatgrinding Dungeon of Doom that you’ve been itching to try out. Playing an RPG for the first time can induce option paralysis: “Holy shit, I can do anything? Cool!” becomes, “So…what do I do?,” and the goal is to avoid that.
Showcase the highlights. While you’re running your simple scenario, another goal to keep in mind is that you want to new player to see what the game’s all about — and that means picking a few things to foreground. If tactical combat is important, make sure to include a combat; if it’s all about immersion in an alternate world, layer on the descriptions.
Have more experienced players help out. You’ve got plenty to do as the GM, so enlist someone (or several folks) to help show newer players the ropes. Whenever it’s the new player’s turn, the person next to them can make suggestions, run them through rolling their dice and so forth. This also creates a welcoming atmosphere, which goes a long way towards making new players want to come back.
Be forgiving. When my group gets together to play a new boardgame, we take it easy for the first game or two — if you screw up, you can take back your move; if you forgot a rule, we’ll remind you of it; if you overlooked a great option, someone will point it out. This works just as well for first-time gamers.
Remember the big picture. When you buy a new boardgame, you don’t want everyone who’s never played it before to hate it — if that happens, you just wasted $40. The same is true with RPGs: You want the first-time player to have so much fun in their first couple of sessions that they want to keep playing, and get motivated to learn more about the game.
This post grew out of a suggestion Ian Toltz made in a comment on Save My Game: Older Gamers: writing about mixed groups. It seemed like first-timers were at the heart of what Ian was asking about, though (players with some experience already “get it,” more or less, and bringing them up to speed on the specifics isn’t too tough), so that’s what I decided to write about. Thanks for the suggestion, Ian!
I hope you found it useful — and if I missed anything, or if you’re not sold on the boardgame analogy, I’d love to hear about it in the comments!
My wife joined our gaming group a year ago. We pretty much drug her through the mud. She was one of two that have never played RPGs before. We did start simple and the other players helped out a lot. I’m happy to say that everything worked out in the end and everyone is still playing.
You have some good info there Martin, and in hindsight it would’ve made things much easier.
If your system’s complex, you can make a simplified character sheet too. This can be a big help… write the character up in a nice big font and spell out the stuff they’ll use to start. [You can make this a “cover sheet” for the real sheet, if you like.]
For example, instead of writing BAB +2, write:
Long Sword. To attack, roll d20 + 3. If you hit, roll d8 + 1 damage.
You added the plus one for Weapon Focus transparently here…
Punch: To attack, roll d20 + 2. If you hit, roll a d6 counting 1,2 as 2, 3,4 as 3, and 5,6 as 4. Tell the GM the damage is non-lethal.
You worked the d3+1 (strength) transparently for them…
Do this for the key parts of the character– if it’s a rogue, write up the key skills… and common modifiers they can take advantage of. If it’s a sorcerer, write down their spells, including range and damage.
Make the sheet as easy as possible. Hopefully, by the time they level, they’ll be interested in how the numbers came about… and you can walk them through the relevant parts of the source sheets.
Also, why not go with a low-entry game, such as Risus that are low-rules? Since the rules system is designed to be a quick read, it’s easy to ‘get’ the rules. Plus, a lot of low-rules systems have easy character creation, so the newbie doesn’t have to go through a long process just to draw up a character.
I use licensed products. Games like Buffy are great for this: everyone knows the setting, the system fades into the background, and it quickly becomes about the interaction and story rather than the rules.
You can’t have a game of D&D with a new player and NOT get bogged down in the rules, IMO.
I’ve also run games of Rolemaster (!) with total noobs. In that case, the GM is doing all the heavy lifting.
Exellent post. My last name’s devoid of an ‘e,’ though. 😉
Ian: Bugger! Are you sure? Just kidding — I’ve changed it. 😉
Scott, Kestral and Abulia: Those are all excellent suggestions!
When I know I might have new players for my D&D group I have pre-made character sheets made up. I then use a set of map pencils and mark around sections of the char sheet. Green for HP & AC, skills in brown, weapons in red (to hit) and blue (damage), etc.
That way when we’re in the middle of play and they ask a question about modifiers, saves, etc., I have them refer to the colors.
Abulia: The licensed suggestion is an excellent one. When it came to teaching D20, I found that some who might have been put off by D&D, jumped aboard when I said we’d play Wheel of Time.
Why WoTC abandoned its original marketing plan for d20 (which was, apparently to do a series of regularly-released licensed products), still mystifies me … such games are great jumping off points for straight D&D.
FYI – I was at my local Half-Price Bookstore (national chain) and they had six to eight shrink-wrapped copies of the latest basic D&D set for $10.
Bento: I dig the color coding — that’s a neat idea.
Troy: Perhaps that plan became too expensive, especially for one-offs that (presumably) wouldn’t sell huge numbers of copies?
Bento: Do you mean the newish boxed one that comes with minis, etc.? If so, that’s a great price!
I find that a focus on mechanics gives the wrong idea about roleplaying. I’ve seen the response that you describe as “I can do anything? Cool, what do I do”, but I think this is strengthened by introducing the game as a board game that is determined by rules.
Instead, I think it’s better to introduce the game as making a movie, or a play. This is a cliche way of explaining RPGs, but it works, as long as you don’t just call the GM the director and the players actors. It should be made clear that the players also need to “write a good story” using the participation. Getting this through during first gaming sessions is really important, I think, because many habits are formed then.
Once the players realise how they can keep the game flowing, one can slowly introduce mechanics, all the while keeping in mind how the creation of a working storyline benefits. I think the suggestions made in the post are very good for this phase, but I do think this phase needs to be postponed until later play.
Camel – I would disagree. You should introduce new players to the system, as in Lumpley system – game text rules plus all the other stuff that isn’t in the book as soon as possible. Now for a complex game, you will still need to phase in rules, but staying away from the rules and just “telling a story” is going to give them the wrong impression about the game. Now on the other hand, it is pretty reasonable to ask new players what they would like to try and accomplish, and then you tell them how to do that in the rules, with appropriate warnings if what they want to try is not something the rules encourage (in other words, if in you’re rules, jumping the chasm is really stupid without the right ability, let them know that, or if trying to bribe the guards usually results in being run through, let them know that).
Martin is right, think about how you introduce new board games. That’s a totally applicable way to start new players in an RPG.
Frank