Monday, 22 March 2010

Hey, Wanna Play?!

Every game that a Storyteller runs needs players. Such is the life of one who runs games that when a potential players comes forward, he has no choice but to explain the game! However, many times, our enthusiasm for a game is so great that we scare people away with an overload of information instead of catching them in a net of fun. Here are some ways on how to ensnare people into joining the table over which you rule supreme!

Keep it simple

If you can't describe a game in less than 30 seconds you should start thinking how you could do that right now. You don't want to preach to a person who isn't interested in a game the way you, as the Storyteller, see it. You're just wasting your time and their time, not to mention the voice that can be better utilised to, like, run games and such!

It is obviously very hard to give a short description of a game but nonetheless, if you are running a High Fantasy games with Organic Robots flinging magic at each other with added drama and the potential player isn't interested in that at all, it doesn't matter how many words you use to describe the game. Not everyone is into everything and not every Storyteller sees the game the same way.

Use general terms

Games use a lot of terms for a variety of system elements. Throwing them at a player usually ends up being extremely confusing, especially if you don't have a sheet handy to show it's actually not as hard as you're making it sound. Try and avoid any game specific term. It's nigh impossible to do that but if you try not to, your end of the conversation will be much more accessible to someone with little to no knowledge of the game.

Do not ask to read a dozen books

Unless you really don't want any new players, never expect a person to read a book just for your game. Tell them it might help but is not essential. Be prepared that no one at the table will know the rules, explain and show them the game's system and world gradually. After a few sessions, they'll know what's going on better than you do.

Telling someone they can just show up and sit down creates that sense of entertainment, like going to the cinema or for a walk. When you ask someone to read a book, which is essentially learning something brand new during their free time, even before they have a chance to know if they like a game or not, you'll scare them away faster than get them to touch the thing. Sure, some people love learning but you don't have to tell those people to learn! They'll grab the book anyway.

And it really is a nice feeling when one player asks another player to lend them their copy of the core rules so they can have a look through it over the week without you doing a thing to cause that other than create a very enjoyable game!

8 comments:

  1. I am actually really bad at this, so it is good advice.

    Explaining a game needs to be somewhat strategic, because you are less communicating the vital details!!! and more trying to generate an emotional response with curiosity.

    It gets even worse when you try and do it to non-gamers. I am rarely my own best spokesman there.

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  2. interesting... I never thought about generating an emotional response...

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  4. Well and I disagree with the point about the books. Ok, if you do a game specifically for noobs then you can't expect it, but if among people who I play with most know World of Darkness which we're playing I can (and I do) expect knowledge of at least the core rules.. maybe not each and every rule but at least having the corebook read.

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  5. why do they need that knowledge?

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  6. 1.So that I can focus on GMing not stopping every time to explain rules
    2. So that there's no need of me (and player) spending X hours with players just in order to fix his character stats3. To know what his or her character can do (especially needed if you play sth with bit complicated rules like Exalted or Mage)

    I can enumerate more, but I think this should give you the feel why I expect some knowledge of gaming from my players

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  7. 1. Stopping to explain the rules is hardly necessary, and usually is part of how the game is being run.

    A: So what do you do?
    B: I'm hitting him with me sword
    A: Alright, Dexterity + Melee + Accuracy
    B: Yay, 5 successes
    A: You hit, roll Strength + Damage + 3!
    B: Yay, 2 successes!
    A: 1 gets through his soak! that's one damage dealt

    and there, you've just explained how combat in Exalted works...

    2. That's what character creation is for, and well, if you find out that in the middle of the game something isn't working out for your character. Make adjustments after the session!

    Exalted is hardly complicated, the base rules are less than a character sheet. The real problem is memorising what Charms do. It's why I use printed out Charm summaries.

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