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Re: (TFT) Pitching game to newbies
- To: <tft@brainiac.com>
- Subject: Re: (TFT) Pitching game to newbies
- From: Jeffrey Vandine <jlv61560@yahoo.com>
- Date: Tue, 10 May 2016 22:32:36 +0000 (UTC)
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I'd say go with something that is pretty fast paced with a lot of action. It should probably kind of be a "throw-away adventure" that you can use to allow them to test the waters and see if they enjoy the game system, maybe even with some pregens just so they don't have to fiddle around making up characters the first time out of the blocks -- if they want to keep using the characters for the second adventure they can, or they can make up their own in the interim if they get excited about playing. There are tons and tons of exciting starting adventures out there that you could use, but you want something that gets them into an adventure quick, allows them a chance to interact a bit with local color, and sees them put down the bad guys in a satisfying way as quickly as possible.
If you're looking for something like a tomb to rob or a barrow mound for them to investigate, you can check out "Dyson's Dodecahedron" (https://rpgcharacters.wordpress.com/) -- he's got tons of small sites with backgrounds that he's thrown together (YMMV) that provide a nice map already made that you can easily key. You could also take a look at the free downloads from Heroes and Other Worlds (it's a TFT clone, so translating the monsters over to TFT is literally a no-brainer) at http://heroworlds.blogspot.com/. He's got a couple of simple and quick starter adventures on the board there that you can download and see if they might be something you can work up quickly.
My goal would be to give them a light once-over regarding some of the basic stuff -- some interaction with an NPC or two, a view of the local inn/tavern with maybe a little gambling game they can all play (there are a couple of simple ones out there -- check out En Garde! for the easiest one), some rumor-mongering, a little travel cross country with some nice evocative scenery (a picture or two would be nice for them), an excuse for the Wizards to shine (maybe uses Dazzle to chase off a couple of marauding Coyotes or Wolves or something), and a nice little fight at the end with some good stuff as a reward (mostly money and jewelry, definitely no magic items except maybe a scroll or something)...including a clue or two (like a treasure map, and a riddle about something) to other potential adventures in the area (just in case you need something to set up with for the next session); with the whole thing wrapping in a couple or three hours. You might want to make sure you leave them with a half hour or so of time afterwards to enjoy some sodas or beers or whatever and talk about what was the most fun for them. That's pretty much the way I introduced by old gaming group to Call of Cthulhu way back in the '80s when it first came out -- I made up a "haunted house" (that wasn't) by copying an old house plan from the 1800s, made up the local "sheriff" to give them some spooky background, and let them scare themselves silly without ever actually doing anything other than creating some atmosphere -- they never did figure out the house wasn't haunted at all, because they took off running and never came back; but they were sure hooked on the game from that point on!
KISS is really the best policy for both them AND you -- you don't want to invest a hundred hours into something that might only turn out to be a one-off because they never got into it for some reason. One of the nicest things about TFT is that it's so easy to teach and use, so at least you don't have to spend an hour going over the system with them; heck I once taught a total tyro to use TFT in about five minutes and with one arena combat to walk them through it in practice. (Total elapsed learning time; 15 minutes!) Anyway, good luck! And enjoy!
v/r
Jeff
Subject: (TFT) Pitching game to newbies
To: tft@brainiac.com
Date: Tuesday, May 10, 2016, 12:59 PM
I'm thinking of starting an in-person
campaign sometime this
summer-fall, with my friends from school, if I can get
enough people
together for a weekly session. They're a creative bunch and
this
semester, a couple of them did a collaborative storytelling
project that
attracted a fairly enthusiastic audience. Still, most if not
all of the
players will be newcomers to tabletop roleplaying. Since
this will be
their introduction to the genre, I'd like to make the
campaign as
engaging and high-quality as possible, while keeping session
length
short (two hours per week is asking a lot of busy music
majors, so I'd
like to maximize their enjoyment-to-time ratio as much as
possible).
I've run campaigns before, but none trying to meet standards
this high.
Does anyone have advice on how to make this happen? What
kinds of
plots/adventures might you recommend in this scenario? Any
hints on
fostering in-character interactions among the group, while
also
providing interesting challenges to overcome? Tricks to help
a group
stay focused on the game? How to manage logistics and
prepare for sessions?
Your wisdom is valued and appreciated!
- Meg
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