Introducing New Players to Roleplaying Games!

A month or so ago, there was a marvelous article on Amazing Tales about how to make your child’s first role-playing game amazing.

Although the article was geared toward introducing younger players to the world of roleplaying games, the advice can be easily adapted and expanded to include new players of all ages. So today, I thought I would take the five points introduced by Amazing Tales and do just that.

So if you’re a new or inexperienced game-runner / dungeon master, or if you’ve only run games for people with previous experience playing roleplaying games, this is the place for you.

(And this advice should fit no matter what sort of game you’re running. Is it classic Dungeons & Dragons? Supernatural? Zombie horror? Space adventure? Knights of the Round Table? Explorers? Pirates? Monster hunters? Modern spies? Thieves in the Victorian era? No matter what setting or characters, this advice is universal.)

#1 Keep cool

It’s easy for the person running a roleplaying game to have high expectations for themselves and the story they want to craft. You want your new players to have fun. You want them to immerse themselves in telling a story. You want them to be excited and come back for more.

But that’s a lot of pressure to put on yourself, and a stressed or nervous game master can lead to stressed or nervous players. So don’t set the bar so high. Sit back and let the players interact; sometimes, you can engineer a scenario that allows for this, like a tavern scene. Or you can create an instant threat and let them jump into the action and work together to solve a problem as a bonding experience.

Don’t be afraid to take opportunities to ask if anyone’s confused. A first game is introductory by nature, and if someone feels left behind early on, it can be hard to catch them up later, or to make them feel included if they’re not gelling with the other players.

Sometimes when I’m starting a new game with new players, I’ll hold what I call a “session zero,” a safe game before the game kicks off, where the characters can play in the environment, interact, and test out the actual mechanics of playing (particularly if there’s a magic system or some other aspect of the game that might not be intuitive).

#2 Keep it small

You want your players to feel immersed but not overwhelmed, so party size (the number of players) is an important consideration. I try to keep my number of new players to three or fewer, because it can be hard to give meaningful attention to a larger number of players. It’s like a classroom; you want the ratio of experienced voices to students to be as small as possible, so you can get that one-on-one time to answer questions and help them find their footing.

For me, the ideal group for a newcomer-heavy game is two (or three) new players, one (or two) experienced players, and myself running the game. That way, each new player is balanced by someone with greater experience. You can even have a buddy system to get them acclimated.

A smaller group also means less time for players to sit out while other players get the spotlight. Never let the new players feel shortchanged or like their voices aren’t as important as those of the more experienced players. After all, if you’re an experienced player, you’re going to feel more comfortable speaking up and venturing forward than a new player might.

[Image courtesy of Lewis Brown.]

#3 Say yes to their ideas

Now, obviously, you can’t say yes to every idea a player has or the story could descend into nonsense. But trust your players’ instincts.

Let them wander down the paths they find most interesting. It might not be the path you intended, and it might take them longer to get to the desired end point, but it’s always better for players to reach a story point organically, rather than railroading them to the place and time you want. Even new players can sense when they’re being strong-armed in a certain direction, and that can leave a bad taste in players’ mouths.

Be flexible. I’ve always found that, no matter how thoroughly I think I’ve mapped out an adventure, my players (both new and experienced) excel at finding paths I hadn’t considered. That requires me to be quick on my feet, and I enjoy the challenge of pitting my wits, improvisational skills, and imagination against those of my players.

A roleplaying game is like a Choose-Your-Own-Adventure novel writ large… whenever possible, let them feel in control of their players, their story, and their destiny.

[Image from Stranger Things courtesy of The Verge.]

#4 Take them where they want to go

This might feel like a repeat of the previous note, but it’s not. This point is a reminder to always consider the characters your players are playing. What are their strengths? What goals do they have? What are they hoping to experience and accomplish?

Plenty of game runners, myself included, can get so wrapped up in the story WE want to tell that we forget that it might not mesh with the story our players want to participate in.

Give them moments to shine. Give the fighters a chance to fight, give the magicians opportunity to ply their craft, and give the puzzlers puzzles to solve. If characters have wings, let ’em fly.

[Image courtesy of Digital Trends.]

#5 Make the ending awesome

No matter how simple the adventure starts — a theft, a murder, the discovery of a treasure map, the descent into a trap-laden dungeon — make sure the ending is memorable. You want the quest, however short or long, to feel worthwhile.

You can try the old cliffhanger trick in the hopes of leaving them wanting more, but that can come back to bite you if the players are dissatisfied that their first adventure doesn’t feel complete. Instead, give them a sense of accomplishment.

Martin at Amazing Tales said it well:

Make sure your child’s first ever role-playing game features an epic ending. Face to face with the villain on a cliff edge as the counter ticks toward zero; returning the stolen jewels to the temple moments before sunset while pursued by ghosts; wrestling the controls of the star-ship from the pirate moments before it crashes into the sun. That kind of epic.

You don’t necessarily need to go epic, but certainly make it memorable. Nothing sells a big win like giving the bad guy a funny line before he turns to ash.


Here’s hoping this advice encourages aspiring dungeon masters and storytellers to get out there, find some players, and spin some marvelous adventure yarns. (Or maybe it’s inspired some new players to try roleplaying themselves!)

What’s your favorite memory from your early roleplay sessions, fellow puzzlers? (Either as a game runner or player.) Let us know in the comments section below!


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Playing Dungeons & Dragons Like Royalty!

Dungeons & Dragons (or any roleplaying game, for that matter) is about telling a story together. Many Dungeon Masters go above and beyond to immerse players in the roleplaying experience.

Some use miniatures or models atop battlemats to help players visualize the events that are taking place (especially combat). Others use music to set the tone, create atmosphere, or provide dramatic effect.

These little bits of set dressing can be simple or elaborate, but they all contribute to a better roleplaying experience.

Now imagine if you could turn the dial up to 11 and really immerse yourself in your setting. Say, by playing D&D in an actual castle.

That’s the idea behind D&D in a Castle, a special event being held in Challain-la-Potherie, France, from July 1st to the 5th.

Check out the sales pitch:

Spend four days playing Dungeons and Dragons in a castle with world class DMs in a vacation like none you have ever experienced. Retreat into a magnificently restored castle for a spot of luxury, relaxation, and, of course, role-playing.

Yup, a team of professional Dungeon Masters help attendees to build their characters and familiarize themselves with the game before they even walk through the door. And after that, there are two daily RPG sessions and optional ones in the evening.

Over the course of the five days, you are guaranteed to play at least 24 hours of Dungeons & Dragons.

Now THAT is immersion.

With names like Jeremy Crawford (the lead rules developer for D&D) and Satine Phoenix (actress, artist, and DM) involved, this is sure to be a massively creative event, and I am thoroughly envious of anyone and everyone attending.

This will certainly raise the bar for D&D night at the house afterward. Dimming the lights and putting on some mood music will pale in comparison to the palatial spread at Challain-la-Potherie.

Of course, if you’re looking for a more affordable option here in the US, I highly recommend Troll Haven in Sequim, Washington. The Gate Keeper’s Castle is absolutely awesome, and the perfect setting for a LARP, an escape room, or some immersive D&D.

Just be careful if you invite a rogue to the castle, folks. They have sticky fingers.


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5 Questions with Christina Aimerito of Girls’ Game Shelf!

Welcome to 5 Questions, our recurring interview series where we reach out to puzzle constructors, game designers, writers, filmmakers, musicians, artists, and puzzle enthusiasts from all walks of life!

It’s all about exploring the vast and intriguing puzzle community by talking to those who make puzzles and those who enjoy them! (Click here to check out previous editions of 5 Questions!)

And I’m excited to welcome Christina Aimerito as our latest 5 Questions interviewee!

Christina pulls double duty as both the creator and host of Girls’ Game Shelf, a YouTube series all about board games and card games. As the host, Christina introduces the game and explains the rules before she and a rotating panel of female players put the game to the test.

It’s the perfect one-two punch to learn about new games and classics alike, as you get the one-on-one how-to at the start, followed by a strong sense of what the actual gameplay looks and feels like. Couple that with insights from the other players, and you’ve got a recipe for a terrific show that highlights the best of both games and communal play.

Christina was gracious enough to take some time out to talk to us, so without further ado, let’s get to the interview!


5 Questions for Christina Aimerito

1. How did you get started with games?

I played games when I was younger, but the normal fare: Taboo, Scattergories, Stratego, MasterMind, and other classics. I’ve always had a fondness for games. But I started playing more modern games a little later in life. My husband wanted to get me into it, so he introduced me to Dominion, which was a pretty wise choice. I’ve always liked collecting things and had never played a deck-building game before. So yeah, that got me hooked and opened the door to the world of board games.

2. What, in your estimation, makes for a great gaming experience? What separates a good two-player game from a good group game?

I enjoy games the most when there’s a good mix of strategy and conversation. A good two-player game and a group game still require those elements for me since I play games to interact with people.

The difference for me in two-player vs. large group games is more of a personal one. When I play a 2-player game, it’s usually to play with folks who are competitive and like strategy games. But in the group I play with, we have a pretty big variety of gamers. Some of them enjoy RPGs, some like heavy strategy, and often we have a newcomer to the table.

[Image courtesy of Geek and Sundry.]

The unifying element I’ve found is a game that forces people to interact with others during their turn. Games that lead people into analysis paralysis aren’t ever as exciting, and when there’s a group game we like to keep the energy up. Social deduction games, or games like Cosmic Encounter or Sheriff of Nottingham, are great because they involve everyone around the table.

3. You have a film background and a theater background. How do those aspects of your experience contribute to the process of making GGS, either in terms of production or in terms of being an on-camera personality?

Those aspects absolutely help me behind the scenes. In fact my background in film and theatre are what led me to create the series. I wanted to create a show so that I could get back in that creator headspace. I’m happy when I make things. Choosing a show about board games was a no-brainer because it was marrying the two things I loved most.

While my experience helped me off-camera in terms of producing, editing, and crafting the episodes, it surprisingly didn’t help me one bit in front of the camera. Playing a character is VERY different than being yourself. It was a terrifying experience for me at first. The whole first season I think I was just learning how to be comfortable with being myself instead of “getting it right.”

4. What’s next for Girls’ Game Shelf?

Well, we just started a podcast, so that’s the new baby right now. If that goes well, I’m very eager to start working on an RPG series with the girls. Whatever the case, Girls’ Game Shelf will certainly continue to make the original series, and hopefully down the line we’ll have the means to release more than one episode per month.

5. If you could give the readers, writers, aspiring YouTubers/podcasters, and game fans in the audience one piece of advice, what would it be?

For me, the first and most important thing is to be a good listener. Putting your voice out there takes guts, but listening takes discipline. It separates the good content from the stuff that feels heavy handed or forced. Truly listen to your peers, people you agree with, and people you disagree with in regards to the content you’re creating. This is part of doing your due diligence, but it’s also part of being a strong voice and a good host. I am constantly working on this for myself. Luckily, playing board games is usually a good training ground for it.

And secondly, be completely yourself. THAT is what people want to see. And if you’re trying to be anything but that, it will be so obvious. If you’re going to be podcasting or YouTubing, and feel anxious about this, then I highly recommend recording yourself in a few private episodes, just so you can gain that comfort before you share your voice with the world.


A huge thank you to Christina for her time. Be sure to check out Girls’ Game Shelf on YouTube, and to keep up on all things GGS on Twitter. To support this terrific show, you can check out the GGS Patreon page, which is loaded with bonus content, raffles, and more!

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Board Games: A Good Reason to Gather

Are board games the cure for what ails ya?

According to Quartz writer Annaliese Griffin, they just might be.

She suggests that board games provide a “temporary respite from the problems of 21st-century life.”

By bringing people together — something often lacking from today’s increasingly isolated lifestyles where people interact more through social media than face-to-face engagement — board games become a community builder, a catalyst for socialization.

From the article:

A good board game builds in enough chance so that any reasonably skilled player can win. Even in chess, famously associated with warfare and military strategy, the emphasis is not on who ultimately wins, but on the ingenuity that players display in the process.

In all of these ways, board games release players — however temporarily — from the maxim that life is divided into clear, consistent categories of winners and losers, and that there is a moral logic as to who falls into which category. As film and media studies professor Mary Flanagan tells The Atlantic, board games prompt us to reflect on “turn-taking and rules and fairness.”

[Image courtesy of Catan Shop.]

What’s interesting to me about the article is that she mentions Euro-style games like Settlers of Catan and Carcassonne — which are two of the industry leaders, no doubt — but still games that pit players against each other.

What’s interesting to me about an article that’s meant to be about how board games can make you “a nicer person with better relationships” is that the author focuses exclusively on competitive games. I am a huge fan of a smaller subsection of board games — cooperative games — which invite the players to team up against the game itself. You collaborate, strategize, and work together to overcome challenges, succeeding or failing as a group.

In cooperative games, the glow of your successes are heightened because you get to share them with your teammates. And the failures don’t sting as much for the same reason.

[Image courtesy of Analog Games.]

Co-op games like SpaceTeam, Castle Panic!, Forbidden Island, The Oregon Trail card game, and Pandemic — not to mention many roleplaying games like Dungeons & Dragons — reinforce the positive, social qualities of all board games. I highly recommend checking them out.

And with the rise of board game cafes like The Uncommons in New York and Snakes and Lattes in Toronto, plus play areas at conventions like Gen Con and events at your Friendly Local Game Shop, there are more opportunities than ever to engage in some dice rolling camaraderie.

You can even make it a regular thing. Every Wednesday, we play a game at lunch time, and it quickly became one of the highlights of the week. (This week, we celebrated winning Forbidden Desert on our Instagram account! I always intend to post something every Game Wednesday, but I often forget because I’m so focused on playing the game.)

Take the time out to enjoy puzzles and games. You won’t regret it.


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It’s Follow-Up Friday: Hall of Fame edition!

Welcome to Follow-Up Friday!

Follow-Up Friday is a chance for us to revisit the subjects of previous posts and bring the PuzzleNation audience up to speed on all things puzzly.

And today, I’d like to return to the subject of Dungeons & Dragons!

I’ve written about Dungeons & Dragons and other roleplaying games in the past, because I think they are a wonderful, underappreciated part of the world of puzzles and games. Some of the best and most satisfying riddles and puzzles I’ve ever solved were an integral part of a game of D&D.

So I’m excited to announce that Dungeons & Dragons has been inducted into the National Toy Hall of Fame!

Housed at The Strong National Museum of Play, the National Toy Hall of Fame recognizes those products and improvised toys that have played a crucial role in the development of children and teens.

Whether they assist in hand-eye coordination, storytelling, deduction, athletics, or creativity, they are all classic examples of toys tied to fond memories of childhood. Previous inductees include the Rubik’s Cube (2014), Hot Wheels (2011), the Radio Flyer Wagon (1999), Jacks (2000), and Play-Doh (1998).

And I for one think Dungeons & Dragons is a very worthy addition to this club.

From the induction notice:

Dungeons & Dragons and its imitators actually changed the nature of play.

In Dungeons & Dragons players assume the roles of characters who inhabit a world moderated and narrated by a Dungeon Master, a player who explains the action to others and solicits their reactions to the unfolding story. The Dungeon Master’s storytelling skills and the players’ abilities to imagine add enjoyment to the game. Some aspects of the play are familiar, such as dice. But the special dice for Dungeons & Dragons hold up to 20 sides. Rolling them determines each character’s individual strengths, plots their complex interactions, and decides the outcome of their encounters.

More than any other game, Dungeons & Dragons paved the way for older children and adults to experience imaginative play. It was groundbreaking. And it opened the door for other kinds of table games that borrow many of its unique mechanics.

For over forty years, Dungeons & Dragons has been synonymous with roleplaying, collaborative storytelling, and good old-fashioned sword-swinging derring-do. And I think it’s fantastic that it’s getting some long-overdue recognition for the positive role it has played in so many people’s lives.

Congratulations to you, Dave Arneson and Gary Gygax. Thank you for hours and hours of brilliant, engaging fun.


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It’s Follow-Up Friday: TableTop Day edition!

Welcome to Follow-Up Friday!

By this time, you know the drill. Follow-Up Friday is a chance for us to revisit the subjects of previous posts and bring the PuzzleNation audience up to speed on all things puzzly.

And today, I’d like to return to the subject of puzzly holidays!

Saturday, April 11 is the third annual International TableTop Day, a day that has been set aside for family and friends to get together and play games. Board games, card games, role-playing games, puzzles… anything that involves gathering in person and having fun around a table fits the bill!

Although the actual holiday is tomorrow, we’re celebrating early around here! The PuzzleNation Crew is getting together with our friends from Penny/Dell Puzzles for a few hours of TableTop Day fun this afternoon!

[A few of the games we’ll be partaking in today.]

I’ll be posting pics on social media throughout the day, and there will be a full recap in Tuesday’s blog post!

Not only that, but we’ve added two new collections to our library of puzzles for in-app purchase for the Penny Dell Crosswords App! The April 2015 Deluxe Set has 35 puzzles to challenge you, and Collection 5 has a whopping 150 puzzles to choose from! Just in time for TableTop Day!

 

Will you be participating in tomorrow’s festivities, fellow puzzlers and PuzzleNationers? Let me know! I’d love to hear about your plans!

Thanks for visiting PuzzleNation Blog today! You can share your pictures with us on Instagram, friend us on Facebook, check us out on TwitterPinterest, and Tumblr, and be sure to check out the growing library of PuzzleNation apps and games!