The few chances I had to crack open the dusty ol' tomes and partake in adventure gaming has been on the refereeing side of the table. Normally with some green recruits on the other side. Checking my notes on the number of sessions I participated as a Player versus the ones as a Referee, there is about a 1:3 ratio. So I'm more often than not running.
Albeit me favoring the take from someone arriving fresh and new to the hobby, rather than a veteran grognard, I ran into some friction when on-boarding new players. This post is collecting some of my personal Observations on Onboarding (new players, that is).
People come to the table with all kinds of backgrounds and expectations. I've had players that have never watched Lord of the Rings/Game of Thrones/Harry Potter - these are rare but they happen. Even cultural pillars of entertainment media as they were. We need to adjust your Common Framework to the media and stories your players are familiar with.
I still don't know if it's better to a) play on Middle Earth. Or b) Middle Earth with the serial numbers filed off - a la Sword of Shannara. Or c) something completely mashed together from different sources - either kitchen sink style, or with a strong vision from the Referee and buy-in from the players.
And let's face it - TTRPGs are a very strange medium and form of entertainment:
- There are rules, but they are constantly modified and interpreted by the play group during (and outside of) the act of play itself.
- It is assymetrical, because the Referee/Game Master is a special player that carries a lot of weight in the whole experience.
- Depending on the Common Framework, the expectations and knowledge taken by the player to the game will be wildly different. If you have watched or read LotR, you will expect dwarves and elves to be a very particular way in the game world.
Accept that you as the Referee/Game
Master are the most invested player in the game, by a wide margin. This
is the way of things. Accept it! instead of trying to herd cats. You spent hours understanding the rule book. Bought an adventure module, or even worse spent more hours creating one. Even a simple dungeon will take time to muster or understand. Players, especially new ones, see TTRPGs as an alternative to boardgame night. Or chatting over a Netflix show. It's just another form of collective entertainment.
Allow for tactical infinity. Combat is very codified in most Old School systems. It has more rules to it, owing to the wargaming roots of the hobby. Which in turn means that the flow of the game is changed to a turn-by-turn sequence with codified options. The beauty of RPGs however is that you are not constrained by a set of actions (attack/move/cast spell). New players come to the table with a lot of creativity, and few or none bad habits. So outside the box solutions will flourish. Encourage creativity and ad-hoc refereeing. Otherwise we might as well be playing a videogame like WoW or similar.
Stop fussing or sweating about character and story continuity. Say a PC dies mid-dungeon. Don't waste time explaining why their cousin suddenly appears as a replacement character in the middle of the dungeon - they just do. Having Hirelings help in this regard, since they are just replacement characters waiting to rise to the opportunity. If we have 2h to play per week, the last thing needed is time and momentum wasted.
Some questions and situations that have come up in my games more than once:- "How do I/we win? There is no win condition!? WAT!"
- "Why are rolls so different? Why is opening doors 1d6 roll 1 or 2 (low), but Thief rolls d100. And then hireling reaction is 2d6. But combat is d20 roll high? Why?"
- "What happens if I kill the Mayor?"
"But hold on, he's hiring you to rescue the orphans from the <Insert Mook type>."
"I don't care, he's an ass, I stab him." - "Why do we need Torches? Can't we just use sticks on the floor?" - What follows is an awkward explanation on ressource management, realism, and outdoor survival.