New Player Tips

Chances are you have played a TTRPG before, but if you haven't this section is for you. Practiced players may feel free to skip to the next part unless you want a quick refresher.

Players

Players will take control of a Character and use them to interact with the world of the game. You will work with your Game Master to schedule game sessions so that you and your group can play.

One thing of note for new players is to learn rules relevant to your character. No one is expecting you to memorize every detail of the rules, though I will be flattered if you attempt to do so. Learn things that will make your turn run smoother. If you play a character with special actions, learn

How to be prepared as a Player:

The Game Master

The Game Master is the individual who runs the game. Anyone can be a Game Master with a little preparation and knowledge of the rules.

How to be prepared as a Game Master:

Dice Sets

< p> One thing that is pretty common for TTRPGs is the need for random number generation. Thus, you are going to need some dice.

Role-playing dice sets more often that not come with the following dice:

The die you will use the most in this system is the D20

3D6 + 2

<Number of Dice>D<What Die><Additional Modifier>

Certain die formulas, such as melee weapon damage, will have an abbreviated Statistic. In those cases just add that stat's bonus to the result of the die roll.

Example:

Let's say you are using a formula that requires you to roll two D4s and add your character's Strength. You get a three and a two on the dice and your character has a Strength score of 2. The following line shows how that would be represented.

2D4 + STR => [3][2] + (2) = 7

Things to keep in mind

Some things are only learned through trial and error, and the ettiquete of Role-Playing is one of those things. I have attached some helpful tips to get you up to speed. Be sure to thank your crusty forebearers on whose shoulder you now stand.

Rule Zero

Rule Zero (also called the zero-eth rule) comes before all others is summarized as thus:

"Role-Playing games, miniature wargames, party games and board games are entertainment; your goal as a group is to make your games as entertaining as possible. If that means breaking the rules temporarily, or permanently as a house-rule, then so be it."

These games are supposed to be fun. What exactly "fun" is may vary from group to group, but people want to have a good time with their recreational activities.

Do not be afraid to remove individual rules, pages, or even chapters of a game that reduces how much fun your group will have.

One note to keep in mind is that removing rules should not be equivalent to removing challenges. Removing a penalty because a player doesn't like it is a slippery slope.

The Golden Rule

The next thing to keep in mind is The Golden Rule:

"The GM makes the rules; don't argue with the GM"

A game is run by the GM. They have final say on how the game goes. If someone suggests a change and they accept it or if there is a correction to a misinterpretation of the rules, that's one thing. If a player says they aren't playing the game right because X, Y, or Z, let them know clearly that GM is running the game their way.

That being said, we need to talk about Rule 0.5:

Rule 0.5

"Don't be abusive to your Players"

Do NOT treat your players poorly. Don't be creepy to them. Don't try to force your fetishes on them. Don't target someone for playing well. Don't harass someone for disagreeing with you.There are tons of places where you can find horror stories from players who had bad DMs.

Treating you players like this is douche behavior and, if you need more justification, it violates Rule Zero.

Having players at your table is a privilege and you should remember to act like it.

That Guy/Girl/Person

Having a seat at the Game Master's table is a privilege, and players should remember to act like it.

Problem Players are often referred to as That Guy/Girl. They are obstructive. They are obstinate. Some may try to ruin your game out of spite. It is important to watch for the signs of such players. Remember that getting upset or not liking a result is not red flag behavior. Blowing up and causing problems is.

One phrase to watch out for is "It's what my character would do."

Example: "Don't get mad that I stole your family heirloom and sold it. It's what my character would do!

Any of these behaviors can be stopped with a simple "Knock it off!" but there are also subtle ways to discourage them. If That Guy calls you out on trying to prevent/correct the behavior, calmly and politely inform them that it is due to their behavior and they are free to leave if they wish.

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