The biggest problem my players had in game one was they built powers
that were far too complex. They saw all of the options, built their
own characters, and then handed me powers that had so many extras and
flaws on them that each of them had to read a paragraph to remember
all the restrictions they had before they chose to use the power. I
think it was because they saw all of the options and felt that they
should use them if they are there. Something telling new players
"simple powers are okay" is what I would suggest.
I don't know if this is intending to include new GM's, also, but if it
does, I had the most trouble wrapping my head around archetypes and
permissions.
On Apr 1, 2:40 pm, Shane Ivey <shane.i...@gmail.com> wrote:
> Folks,
>
> The most recent episode of Role Playing Public Radio featured an in-depth
> discussion of the pros and cons of Wild Talents based on an extended
> campaign.
>
> http://slangdesign.com/rppr/2012/03/podcast-episode/rppr-episode-71-y...
>
> One of the things that piqued my interest -- and it's something that's come
> up before -- was the observation that while WT is easy to run and allows
> for great flexibility in creating characters and powers, it takes a lot of
> effort for new players to really get it.
>
> I would like to put together a brief primer for the blog and for free
> download (well, really I'd like Greg to put it together because he's better
> at that kind of thing, but that'll depend on his schedule) to help new
> players get the system immediately, so they don't have to do so much work
> before the light clicks on and they start enjoying it.
>
> So, gamers who have played Wild Talents with newbies, give us your
> thoughts. Where were the stumbling blocks?
>
> --
> *Shane Ivey, Arc Dream Publishing*
> Cthulhu Mythos gaming, every quarter:
> TheUnspeakableOath.com<http://www.theunspeakableoath.com>
> Now on Kickstarter -- Call of Cthulhu in Lovecraft's Dreamlands:http://kck.st/GZJWUi
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