Tuesday, June 22, 2010

Introducing a New System

When introducing a new system to your regular group, how do you go about it?

Do you spend weeks ahead of time coaching your players on rules? Do you do a print-up with the basics of the rules, and prepare yourself to answer a thousand questions during game?

And what about character creation? Do you let the players make characters on their own? Or do you walk them through it?

My plan is to write up a few one-shots, including some pre-gen characters to let the players choose from. Give them each a plot hook, some interesting skills and light background. Maybe make them a little more powerful than a starting character, just to give them an idea of what they could do eventually. Run an adventure that only lasts a session or two, maybe as an introduction to a longer campaign involving new characters.

I feel that this could help pique interest in something unfamiliar, or where the rules system drastically varies. For example, switching from a d20-based system such as 4E to the d10 Roll-and-Keep system of 7th Sea.

2 comments:

  1. Generally, my I lock and bar the door, turn the heater up to 95, strip off my shirt and wrestle the players into submission.

    Oh wait, that's, um, "another thing."

    Uh, yeah....

    Usually the people I play with are up for whatever. They have a history of playing lots and lots of different systems, which is great. Our challenge, though, is actually sticking with something for more than a dozen sessions.

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  2. The problem is that we're a fairly new group, and we've only just met each other to play D&D. And most of the players haven't played systems other than D&D that I'm aware of.

    I'm hoping that running a one-shot will either interest them in a new system, or give me enough of a breather to get back to D&D

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