I am going to DM for a party of completely new players and I don't know how to help them get in the roleplay. their first game is their most important game and I am not shure how to make them good players who roleplay well. Do you have any idea what is the best campain to start (my first game was a game that all of the rules where made up by the DM but I am not as gifted DM as he is). Maybe low magic becouse magic is complicated? or should it be moderate magic so they would see an avarage world? should I use 3E or 3.5E? I realy want they will role play and not just attack everything they see. And I also want them to like the game. what should I do? could anyone help me?
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what to do with new players I need to DM a group of new players
#2
Posted 02 May 2006 - 12:18 PM
Well, I think that the best solution is to adjust to your players, not get your players to adjust to you. If they're not interested in RP, don't stress RP. If they go for the 'something moving, kill it for XP' route, get the point across that it's not a good idea by putting something completely out of their league in front of them. And whether they like the campaign or not is something you really cannot control. Run the campaign as you see fit, adjust to your players' style, and if they like it, great; otherwise, expect some turnover in your group.
Use 3.5 rules. Just easier that way.
Average magic is probably best for new players. That way they can use material straight out of the books without having to worry too much about how it integrates into a non-average-magic campaign.
Use 3.5 rules. Just easier that way.
Average magic is probably best for new players. That way they can use material straight out of the books without having to worry too much about how it integrates into a non-average-magic campaign.
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Some people are like Slinkies. They're really good for nothing. But they still bring a smile to your face when you push them down a flight of stairs.
Dell: We're pleased to inform you that your order was shipped on 06/06/2006!
Me: Great, so now I have Satan in my computer. Like XP wasn't problematic enough.
"It was terrible. It had these big, pointy teeth."
--The Vault Dweller
The ALLCALMA Act
Mein Blog-o
#3
Posted 02 May 2006 - 02:39 PM
thanks alot for the great advices
The only problem left is that I don't know their style yet, the first time we play will take place only a few weeks from now. I should let them choose thier path as they wish. perhaps they should start in a small vilage with a problem of some orc bandits with a prize of 900 gp to anyone who find it and a sick merchant who promise 1000 gp to anyone who can cure him
The only problem left is that I don't know their style yet, the first time we play will take place only a few weeks from now. I should let them choose thier path as they wish. perhaps they should start in a small vilage with a problem of some orc bandits with a prize of 900 gp to anyone who find it and a sick merchant who promise 1000 gp to anyone who can cure him
I wish only only happiness, good luck and health to all of you.
"life is the most dangerous thing. you will never come out of them alive."
"life is the most dangerous thing. you will never come out of them alive."
#4
Posted 02 May 2006 - 05:05 PM
What I find handy when playing with a bunch of people who I've never DMed for before, it to make up a questionaire of about 20-30 questions and have them answer it a week or two before the first session. In the questionnaire, you'll net to set up a number of situations and basically ask them what they would want to do in those situations, whether they find them interesting, etc. By doing this, you'll be able to better narrow down what it is they're looking for. Make sure to have various situations from across the board (one political, one mystery, one horror, one combat, one diplomacy, one puzzle, etc). For the final question, you ask which of the previous situations they would like to see the most in your campaign. This is the big question that will give you your primary direction.
Once you have all the questionaires back, read them through and interpret them as you will. It'll make a huge difference in the long run.
After three or four sessions, take each player aside individually and ask them what they like about the past X many sessions, what they disliked, what they'd like to see more and what they'd like to see less. These will give you an update on how well you're doing to cater to their interests. Adjust, and repeat as necessary.
Don't expect to make expert RPers out of them in the first session... Hell, don't expect to make expert RPers out of them in the first six months. To put it short, it really isn't going to happen.
One thing that I would suggest is that you direct them to The Emerald Altar e-zine. The first issue comes out this Friday, and there area some columns that can not only help you, as a DM working with a completely new group, but can also help your players to create and play better characters.
Once you have all the questionaires back, read them through and interpret them as you will. It'll make a huge difference in the long run.
After three or four sessions, take each player aside individually and ask them what they like about the past X many sessions, what they disliked, what they'd like to see more and what they'd like to see less. These will give you an update on how well you're doing to cater to their interests. Adjust, and repeat as necessary.
Don't expect to make expert RPers out of them in the first session... Hell, don't expect to make expert RPers out of them in the first six months. To put it short, it really isn't going to happen.
One thing that I would suggest is that you direct them to The Emerald Altar e-zine. The first issue comes out this Friday, and there area some columns that can not only help you, as a DM working with a completely new group, but can also help your players to create and play better characters.
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Writing/DND Website: http://www.shawngray.ca
Carleton University English Literature Society Website: http://www.carleton.ca/els
#5
Posted 02 May 2006 - 10:40 PM
If there's any way, see if someone experienced that you know can sit in on the first session or so, playing a minor character. There is truly no better way to understand how roleplaying works than to see it in person.
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"I WASTE HIM WITH MY LONGBOW!!!" - Sara
"EEW! EEW! EEW! EEW!...SH!^!" - Wenna
"For the unbeliever, no explanation is possible. For the believer, no explanation is necessary."
"Shoot me now, shoot me now." - Daffy Duck
"Woooooooooo! I'm invisible!" - Elan (OOTS)
---------------------------------------------------------
Method Actor 100%; Butt-Kicker 75%; Storyteller 58%; Tactician 58%; Power Gamer 33%; Specialist 25%; Casual Gamer 25%
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My Facebook Page
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#7
Posted 06 May 2006 - 09:30 PM
Nah the 11 classes are easy. Plus in my opinion new players tend to avoid a few classes. For example new players will almost never play a bard or a monk. As for the magic level that you are going to handle, I'd go for low.
One way to encourage your players to roleplay is to roleplay yourself, and remind them that they aer playing their characters but their characters are no them. I hope you manage to understand what I meant by that.
One way to encourage your players to roleplay is to roleplay yourself, and remind them that they aer playing their characters but their characters are no them. I hope you manage to understand what I meant by that.
#8
Posted 07 May 2006 - 03:59 AM
This is an interesting question. I have to say that it happened to me to have to play with beginners. Many times.
As the last message was saying, the fact is that the best is for the DM to role play the characters & monsters in his campaign. The rest should automatically come along. And contrary to what you were trying to say at first, don't bother too much about the rules. Rules are as flexible as you need them to be. Don't spend hours just reading the rules "to make sure you're right". Just say what you think is right and go on. Long pauses (even 1 min.) is what tends to break the role play in a scenario!
Now in regard to magic, yeah, keep it low, like the levels. The likeliness of overusing anything (and especially magic) is the main problem in D&D. Don't give them too many GPs, no magical items of much value (i.e. a scroll that you can use once or twice is okay, especially if you are supposed to make use of it right then).
The first night will be the most important one so don't spend too much time creating characters. Just have them throw a few dice for their characteristics, tell them what class they can be from that, tell them what they most likely need for your scenario (i.e. torches, ropes, horses, one weapon each, etc.) then go! The creation of the character should not take more than 30 min. so your players can right away experience the actual game.
Now for the choices in regard to which classes, you may want to give them hints about the campaign and what will most likely be useful.
As for the scenario, make sure that it isn't too complicated to find the solution to the problem. For instance, if the orcs are hiding in a cave in the forest, lead them there if they don't have the idea... (you know, add some NPC which tells them where he's seen some orcs, for instance).
I have created very complicated scenarios where you had to kill the only person who could answer your question. (that's much higher level characters of course). But that was fun to see the player try to think what to do... Anyway, they were smart and thought of the proper solution. But they were experienced gamers and knew most of the spells and psi capabilities they had. Don't expect beginners to know anything!
Good luck!
As the last message was saying, the fact is that the best is for the DM to role play the characters & monsters in his campaign. The rest should automatically come along. And contrary to what you were trying to say at first, don't bother too much about the rules. Rules are as flexible as you need them to be. Don't spend hours just reading the rules "to make sure you're right". Just say what you think is right and go on. Long pauses (even 1 min.) is what tends to break the role play in a scenario!
Now in regard to magic, yeah, keep it low, like the levels. The likeliness of overusing anything (and especially magic) is the main problem in D&D. Don't give them too many GPs, no magical items of much value (i.e. a scroll that you can use once or twice is okay, especially if you are supposed to make use of it right then).
The first night will be the most important one so don't spend too much time creating characters. Just have them throw a few dice for their characteristics, tell them what class they can be from that, tell them what they most likely need for your scenario (i.e. torches, ropes, horses, one weapon each, etc.) then go! The creation of the character should not take more than 30 min. so your players can right away experience the actual game.
Now for the choices in regard to which classes, you may want to give them hints about the campaign and what will most likely be useful.
As for the scenario, make sure that it isn't too complicated to find the solution to the problem. For instance, if the orcs are hiding in a cave in the forest, lead them there if they don't have the idea... (you know, add some NPC which tells them where he's seen some orcs, for instance).
I have created very complicated scenarios where you had to kill the only person who could answer your question. (that's much higher level characters of course). But that was fun to see the player try to think what to do... Anyway, they were smart and thought of the proper solution. But they were experienced gamers and knew most of the spells and psi capabilities they had. Don't expect beginners to know anything!
Good luck!
#9
Posted 07 May 2006 - 10:10 AM
Thanks a lot for the help I will help the PC's as you say and there probably going to be 2 warriors and a spellcaster (I use generic classes).
I wish only only happiness, good luck and health to all of you.
"life is the most dangerous thing. you will never come out of them alive."
"life is the most dangerous thing. you will never come out of them alive."
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