A tutorial!

Discussion in 'Suggestions and Feedback' started by Acquaintance, Jul 7, 2017.

  1. Having read a pretty good post on an rpg forum enlightened me to the fact that rpgs as a whole might be slipping further behind digital games in their presentation.

    What almost every game now released features is a tutorial that in an safe environment explains how to use the mechanics, coupled with some form of campaign or ladder where users can learn to use succesively deeper aspects of the game.

    While roleplaying games certainly reveal more of their mechanics the longer you play, that does little to help groups just starting out with little idea of how to actually go about things.


    I suggest having stuff like the Ogre battle in the rules for when you release so that players can come to grips with the different systems. Actually playing, with maybe som FAQ coupled directly to the tutorial challenge, ought to be a better teacher then a fictious game session, as seen in many rpg books.


    Likewise, it can be of use to spell out how you (the designers) would intend for mechanics to be used. While the blogger's persona is belligerant, the angry GM did point out an important oversight when he wrote about the steps of conflict resolution often ignored in the rulebook's text. You might say that the mind mechanic governs things like composing an elegant speech, but if you roll before you decide what to say or after you've already spoken makes a big difference. The blogger posited a system where the roll always happens after a declaration of both the intent of an action and its method, having the result show if the intention was true or not while the method affected the world either way.


    (A big part of the reason rpgs are such a niche hobby is their inaccecibility)
     
  2. In addition to some page to explain how to start interacting with the rough mechanics of the game, I realize it would be a good idea for you to include in your eventual setting some motivations/beliefs/traits that are predesigned to produce interesting play.

    Ideally, a new player should be able to pick a set of traits with some descriptor (like "trouble starter") that would be sure to interact with what the other players have picked and the choice of campaign. The purest form of play might be everyone coming up with their own character, but sometimes you have to use dirty cheats and choosing a few already interesting traits could make pick-up play even easier.

    Hell, maybe you could even have character archetypes with fill-in motivations ("to flee from .......") to pick from during play when unsure how a newly introduced character should behave.
     

Share This Page