It was a long wait (last batch of international orders) but it was worth it! My books arrived just before Christmas (and a three day trip to the in-law's family farm). Weird though - I'd got the .pdfs too as part of my purchase... I'd even printed them out and I still wasn't prepared for just how big the books are!
I originally had a conventional campaign planned for my local group, but two sessions of (still incomplete) character generation has lead me to understand that players who are intimidated by mathematics struggle to make characters for this system.
Well no problems there. They're a good bunch, I can live with them not wanting to tackle things like how to build powers in 6E just yet... but I ended up rethinking how I wanted to approach introducing the system to them.
I've decided to run "Close Encounters of the Sixth Kind" a genre-hopping collection of short stories, with no character persistence between stories. The only link to continuity I will have will be at the start of each new story in the introduction narration. Things like a PC or major NPC turning off a television showing the highlight of the last story and muttering to himself about how far fetched modern entertainment is getting (or a wizard and a crystal ball, a dream sequence, etc). Each story will run for 4-6 sessions.
I will pregen the characters, write the story, advertise it to the dozen or so local gamers I know, take the first to apply for the spots and then run the game.
It's kind of railroading but it serves several purposes:
1) I can introduce new rules in a new story, rather than dropping them into a campaign. This means I can deliberately keep the rules simple to begin with and when I introduce new rules I don't need to justify why.
2) It spares them the rigours of character generation. Lucky for them I like things like this. Lucky for me I like things like this. Lucky for the game I get the perfect party composition for the story.
3) Pregenerated characters need less building - no need to fully rationalise complications, for one. I just add in whatever seems good for the characters and write the appropriate hiccups into the story and call it done.
4) It introduces a bunch of genres. I plan to spend some time in familiar territory (Star Wars, generic medieval fantasy) as well as explore some other cool genres that some of them may not be used to.
The ultimate goal is for them to pick a genre they love and want to go back to. Then we can spend some time building people their real characters and dive into it from there... ideally at that time we'll have a bunch of players who know the system, like it and (this next one is for me) want to run a game of their own in it some day.
We shall see...
Anyway... now I've nattered about my plans, how did you guys learn? Did you have players who weren't quick at grasping rules? How did you accomodate them? Any tips? Suggestions? Stories?![]()



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