Hey /tg/, some of my friends are interested in RPGs and I'd like to introduce them to the hobby with a small campaign, preferably in something not too complicated but also not braindead.
I'm considering just going with D&D 5e because it's simple to understand and overall well-structured for a new player (if a bit bland for me), but I'd like to have some more options in terms of mechanics and theme considering they have 0 RPG experience.
Are there any tips I should take in account when dealing with new players? I'm kind of new to GMing in general so I don't want to throw them off.
>>54873833
>but I'd like to have some more options in terms of mechanics and theme considering they have 0 RPG experience.
You want fewer options with beginners. D&D 5E is just fine for beginners. Later you can introduce them to Pathfinder, lol.
>>54873990
What I mean by "some more options" is systems other than D&D 5e. I get that 5e is fine for starters, but maybe they want cyberpunk or superheroes and I'd like to have more than one system at hand.
>>54873833
I'm in a similar boat to yours. I'm looking into translating and adapting Dungeon World and see if they have interest in it.
>>54873833
Sure, if your players are fantasy-types, then go with it.
Just take it pretty relaxed at first. Don't worry about explaining all the combat rules to them and such, just ask them what it is they want to try and do in combat, then interpret that into what they need to roll. 5e is definitely easier to introduce new players to than previous editions of DnD.
Just introduce more complex rules as you play future sessions - so don't, for example, go into the first session with a large monster that has reach/attack of opportunities, etc. If you're new to GMing, this will serve a double purpose in keeping some of the weight off of your shoulders at the beginning.
It's also generally good to introduce new rules and the like in a way that enables the players first. In the example of attack of opportunities, introduce the rules in a way that is advantageous to the players- maybe one of the monsters scrambles about and presents the opening, at which point you can describe that to the player as him seeing an opening for a strike. This helps establish the rules as "things the players can do" and later, when it is used by monsters, "things enemies can do, too, so we need to be careful." I've found it makes things seem fairer, the world seem more balanced, and most importantly, the rules seem less like restrictions that inhibit players, and instead are there to help color player's choices and the world.
>>54874029
Okay, then:
>Call of Cthulhu for horror
>Cyberpunk 2020 for cyberpunk
>Mutants and Masterminds for superheroes
>Traveller for space scifi
I can't speak to the mechanics, but, as far as running the game is concerned, a firm hand is best when dealing with new players. Generally, they will fall into two camps: those who are paralyzed by freedom and will do nothing if not led by the nose and those who will make completely inane decisions when given any ounce of freedom. You must impress upon them that they are not playing a video game and that their actions have consequences. It is important for them to understand that the objective of the game is to have fun as a group, the choices they make will shape the game and directly affect the amount of fun everyone at the table, including the GM, is having.
>>54874059
Go for Apocalypse World: Fallen Empires instead. Dungeon World sucks.
Savage Worlds