As discussed in Would GURPS be a good choice for a non-magic, 19th century tech level, roleplay focused campaign?, I am planning to introduce a couple of friends to pen & paper tabletop RPGs. I am planning on using the GURPS system, as it allows great freedom while offering a fair amount of well done and balanced item tables, etc.
In order to allow them a softer entry and some more familiar systems I was thinking of limiting their choices in character creation by:
- Wealth Level (cutting it out)
- Tech Level (no choice either)
- Offering them some PC background templates as they are used to from computer RPGs (e.g. Mass Effect) instead of forcing them to do the whole point-buy chargen
The setting will be 19th century Earth-esque without any forms of magic.
I am planning on building up these introductory sessions also within tight boundaries, in the form of a military 'boot camp' where the players will learn about how roleplaying and dice rolling works together with their characters (e.g. they will go through classes of things such as hand-to-hand combat, firearm usage, repairing or building in-game items as well as playing cards with their NPC companions after a hard day of training...)
What are the effects, pro and con, of using these kind of limiting parameters to introduce new players to a game system/gaming in general in your experience?