by 77IM » Thu May 07, 2009 11:43 am
Here are some random thoughts I have about what a noob-friendly RPG might look like.
- A really straightforward "action" system. In my experience, new players (or even experienced players trying a new system) don't usually think in terms of "here's how much stuff I can do in my turn," they think in terms of "here's what I want to do; hey Mr. GM, can I do that on my turn?"
- A character sheet organized by "when is this information relevant." New players tend to forget about their special powers and abilities, and that's lame. This is particularly true of "reaction" powers -- things that happen on other people's turns.
- Favor plain English over strange terminology and structured text, even if it bloats the rules a bit. You can assume new players can read, but don't assume that they will notice some special descriptor/keyword buried in a spell's header text, because they may not be accustomed to interpreting technical information.
- Lots of GM hand-holding. A really good bestiary is very helpful (4e's Monster Manual and encounter-building rules are a great example). Adventures are also great, especially if they are constructed to provide the GM with examples of how to structure adventures and build encounters (a series of short adventures may be better for this than one big mega adventure). An "intro" adventure that tells everyone what to do at every step might also work.
- Cheat Sheets. A GM's screen is good but it might benefit the players to also have a sheet of high-level "play sequence and common tasks" to refer to.
- Starts simple, grows complex with level. This gives everybody the chance to learn the basics at level 1, and as they gain levels, more options become available. I really liked how the old Basic D&D box sets (red box, blue box, blue-green box, etc.) withheld higher levels until a later box, and with them brought more complex powers and spells and items, and also rules subsystems (like planar travel and mass combat and becoming a paladin).
-- 77IM