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Answers in order followed by some discussion: Out the gate you don't need to teach them anything. As they encounter things that require rules, you inform them of them. So when they first want to try scaling a wall you inform them of how skill checks work and have them roll. You introduce the rules of combat piece by piece. Just ask them what they want to ...


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I will give you just one method that will work for any issue where you need to give information to your players: Use handouts. It may seem silly at first, but that's what I do when I go to events in my town and want to try a new system, which, obviously, nobody know the rules. When it's not a game that comes with a beginner box of some sort (such as ...


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Different groups have different standards, but generally speaking, all you'll really need is their passive Perception and Defences. You'll be using those a lot, but you can easily ask for anything else you need in play. I've had GMs that ask for a full list of all skills, in case they need to roll secret checks of various kinds, but passive Perception and ...


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I have not done the Tarokka deck scene, but I did do the Tarot deck scene from the 3.5e adventure "Expedition to Castle Ravenloft" which was very similar. For that scene, my thought was: rather than let the cards actually be random, I should just look at all the options and choose the one I think would be best for my group. So, every time they asked a ...


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I'm mostly familiar with D&D 5e, so most of my references will be to that game. The principles should be the same though. If your players don't care about the rules, maybe try running lose with the rules. Rules exist in any game to keep it fun for everyone, so strike a balance between "Rules Lawyer" and "I don't care, do whatever you want." For ...


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Game Expectations At it's core, this might be a question about different gaming styles and expectations for what a game is like. I've played at entire tables full of people who had never read a core rule book, and never would - that doesn't appeal to them. While you are interested in reading a rule book and diving into the game's mechanics and lists of ...


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One thing I try to do when introducing new players is the following: (for context) This is based off an ability you can buy in the Nobilis RPG for your Imperator (read: Patron God). Basically, your Imperator is so "in tune" with the universe, you get a weird "should I do that?" feeling before doing something dangerous/risky/stupid. NOTE: this doesn't stop ...


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For new players, stick to the basics Character creation: if they are new, coach them through it but focus on creation and their idea rather than optimization. If they have played before, all they need is the basics for a given game. All you need to offer is any limits you have. Lore: let it unfold as the game goes on. Very basic lore about where they ...


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Depending on the system at hand, it's likely to be possible to run the game without the players interacting with the rules at all. Most RPGs work perfectly well with the players conveying their intent to the GM in natural language, the GM handling the required mechanics, and then using natural language to respond, all with the players needing no knowledge ...


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First off, don't worry, I think every other novice group starts out much as you describe. The quick answer is, just "find the fun." Teach as much of the rules as you like, until you or somebody gets tired of it. Some players will be happy for you to read the rules to them, especially if you're good at reading out loud. Others will get sick of it quickly. ...


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When you introduce new players to a new game (even if those players are experienced with other games), I have been using a few rules, that from the last 15 years I've been DMing, has been proved successful. 1) Start with pre-generated characters. This have some major advantages. First, you are sure the characters will fit in the setting, and that they will ...



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