Friday, June 10, 2011

First Time Players

I will be having a new player at my table this weekend, the boyfriend of one of my current players. He has never played a table top RPG before, and as hard as it is to believe he has not even played computer or console RPGs either.

New players are always needed for our hobby to grow and flourish. I have always seen it as an honor and a privlege to be the first DM to help a new player experience the wonders of Roleplaying. A new players can also bring a breath of fresh air to an existing game, simply by provding a new point of view. However, it is important for the DM to be ready for this new addition, both for the sake of the new player and the sake of the game.

RPGs are a difficult thing to jump in the middle of. Not only can the rules themselves be challenging to learn, but a new player has to be able to understand the workings of the campaign world and the very act of Roleplaying. This is not always easy for a new player to understand. It is the responsibility of the DM to do everything he can to help smooth out the learning curve.

Some DM's I have known, would give the new player a completly throw away character with the idea that it would be easier for the player to learn with a character that doesn't have to stick around and/or doesnt have anything particular to do with the plot. I completely disagree with this approach. I feel that is it is better to have the player create the character themselves, just like any other player. This not only presents a level playing field, but allows for the new player to create a character that they are interested in. The greater the level of connection between player and character, the more fun the new player is likely to have.

The second component of getting ready for a new player is to give them a sample of the game word. For me this is easy, as I already set up a Yahoo Group for every game I run, so that I can post files about the world. This allows the player to learn about the world a little at the time, rather than trying to cram it all down their throats the day of game. This is likely the issue that most DM's require alot of patience to handle. It is only to be expected that it will take a new player some time to understand the game world, and the DM should be ready for the player to say or do things that do not match up with the game world. The best approach in this situation is to use as much as you can of the player's ideas, and gently correct them if they offer up things that are unworkable. This makes the player feel like their imput is valuable, without allowing them to simple do whatever they please despite the campaign world.

The third and most difficult of these issues, is getting the new player to open up and roleplay. Particularly if they do not know the other players well, a new player can get shy and have a hard time opening up. It is important for the DM to specifically try to engage this new player, preferably in small doses, so that they can get used to how roleplaying games work. It doesnt take too much effort to get them into the spirit, if you give them a chance.

I am a firm believer in the idea that anyone can be a roleplayer, it just takes an patient DM, and an understanding group to allow a new player a chance to grow. With just a little effort, both the DM and the group can benefit from a new voice at the table, and I find that, generally, it is effort well spent.

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