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Should a free RPG have a section on how to play an RPG?

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Re: Should a free RPG have a section on how to play an RPG?

Postby Rob Lang » Sun Jan 02, 2011 12:40 pm

I still don't buy it. For an introduction to roleplaying games to be useful:

1. The game must be appropriate (i.e. not Icar, Fear, Dog Town, The Artefact... etc)
2. The section must be detailed and be prevalent throughout. You can't teach roleplaying from a page of description, the entire game text must be written assuming no knowledge at all.

I think that is a lot of bloat given 99% of my blog readership knew about RPGs long before they got there.
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Re: Should a free RPG have a section on how to play an RPG?

Postby Rob Lang » Sun Jan 02, 2011 1:19 pm

I still don't buy it. For an introduction to roleplaying games to be useful:

1. The game must be appropriate (i.e. not Icar, Fear, Dog Town, The Artefact... etc)
2. The section must be detailed and be prevalent throughout. You can't teach roleplaying from a page of description, the entire game text must be written assuming no knowledge at all.

I think that is a lot of bloat given 99% of my blog readership knew about RPGs long before they got there.
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Re: Should a free RPG have a section on how to play an RPG?

Postby Onix » Sun Jan 02, 2011 2:51 pm

Twice for emphasis?

I try to write with the idea that the person reading has no knowledge, but in any event I really believe that switching to a visual medium to learn from is beneficial for some. Maybe because they can stop and re read when they get lost. Maybe because it engages a different part of the brain. Maybe because it's more concrete to the reader having it on paper. I know a lot of people that if you try to simply explain a new concept to them they do better with the written page.
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Re: Should a free RPG have a section on how to play an RPG?

Postby cjoki » Mon Jan 03, 2011 11:00 am

Rob,

I would never write a introduction to anything with all the details and nuance. That would overwhelm any new person on the topic given.

Take automotive engine repair for example. Would you really tell a person that has no experience with even driving the gap setting for the spark plugs of a 302 short block? No of course not. Would you instead explain the basic principles of a four stroke engine, yes of course because its a basic introduction.

The hands on approach is a nice one as long as someone has an experienced player to help out. But again you are missing out on the new noobish player that will lose interrest because they are overwhelmed with all the rules and variations.

Use the automotive example again. Hand someone a small block chevy engine that will not run and have the person fix it as they go. Someone may succeed but the magority will wash out, because they do not know where to start.

All areas of study have introductory text, why should role playing games be any different?
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