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What should be in a getting started player handout?

Posted:
Mon Nov 14, 2011 8:33 am
by Rob Lang
For Icar version 4, I am putting together a series of cheat-sheet handouts that the players/GM get to use. The GM one is quite easy: group the rules into a series of sheets so that they might stick them to a screen. Also, the GM will have tables with weapons, what sort of damages they do compared to armour. That makes balancing the bad guys easier. The GM can then print the ones that are most useful for that session. For example, the space combat rules aren't that useful until you have some - which in the example Scavenger Setting might be a way off!
The more difficult task is the player one. Ideally, it should be 1 side of paper with all the rules and info they need to get started. What gets included on there?
Some simple taking action rules are easy enough but what about setting information? When getting to know important NPCs, it can be useful to have the names and faces there.
What do you think?
Re: What should be in a getting started player handout?

Posted:
Mon Nov 14, 2011 10:45 am
by Onix
I include a bunch of cheat sheet info on the back of character sheets but I'd say include anything that the players while playtesting have to look up. For me, one of those things was how to calculate how many hit points a character should have. I still forget that it's on the back of the sheets and pull out the book. I think the answer is different for every system because each system has some things that are easy to remember and others elements that require a chart.
In general
Any charts used in conflict resolution (including combat)
Calculation helpers for mathy stuff
A list of normally encountered modifiers, including ways the player can optimize their performance.
How to apply advancement rewards (how to spend XP or RP).
Re: What should be in a getting started player handout?

Posted:
Sun Dec 25, 2011 12:41 am
by Chainsaw Aardvark
I've got a few ideas for initial hand-outs. It depends on how soon you want the game to get rolling, and how experienced the players are. Greenhorns should have stuff that explains basic concepts, while more advanced players receive world background to get into the role once they understand how to roll.
First of all, the cliffs notes on character creation, a few suggested backgrounds, and some basic equipment. Everyone can get working on a character simultaneously, even if there is only one book, and the GM can read selected rules or otherwise fill in players during the process.
Even quicker might be to give them pre-made characters on annotated sheets. This would give a functioning character, show where important information is on the sheet, and what gets used when.
For more experienced groups the hand-out might be some common prices, expected incomes, notable fashions, and famous names. Rather than focusing on how to get started or remind rules, this would be for immersion. After-all, how can you bargain for payment or batter on the black market without a general idea of what things are worth? This can make otherwise tedious purchasing more exciting, and give them background to namedrop and sound like they're in the world.
A flow chart of combat, with list of common maneuvers and modifiers could be a big help. After all, that tends to be the most rule-laden part of the game.
Re: What should be in a getting started player handout?

Posted:
Sat Jan 07, 2012 11:40 am
by Thought
Although this might be too fancy-pants, for the GM sheet it would be nice if you could set up a spread sheet or database that would allow the individual to select the rules they want for the sheets. One of the problems I've had with commercial GM screens is that they often have rules that I don't care about. While that is easy enough to cover over, that then starts resulting in a poorly formatted screen. If the GM could select the rules to have where, however, you could still give them a nicely formatted sheet that is tailored to their needs.
For players, to play off Chainsaw's comments, why not have a selection of sheets that players can choose based on their experience, interests, and needs? There might be a "first time playing" cheat sheet, a "rules lawyer" sheet, and a "setting aficionado" version.
Re: What should be in a getting started player handout?

Posted:
Fri Jan 13, 2012 9:13 am
by Majyc
Chargen if it's compact enough to fit, a list of steps with page references otherwise.
A summary of what you can do on your turn.
Maybe a short, like a paragraph, two at the outside, summary of world info that they absolutely must have. My experience is that players just prefer to ask questions as things occur to them. Anything that smacks of homework is a turn-off except to the kind of player who will cheerfully read (and write!) a novel about their character background, and for whom anything you could fit on a getting started handout would probably be insufficient.
A link to the campaign wiki.
Re: What should be in a getting started player handout?

Posted:
Wed Jan 25, 2012 5:12 pm
by Natai
Building off the idea of different handouts being useful for different experience levels, do the same for different components of the rules system. Start with a core sheet with basic mechanics, hints, reminders, and any charts that get referenced throughout the system, lists of actions, etc.
Have one set of handouts for character creation. If char gen is more complex, you'll probably ONLY need these handouts when creating a character, so why include it in the basic handout? Maybe even include a few extra pages that include basic skill descriptions so all the players don't have to fight over the book while building their characters.
Magic or tech sheets also tend to be absolutely vital to a character or completely worthless, so split those up as well. It removes worthless information for some players and a sepearate sheet means more room for useful info is provided for those that need it.
If the system allows for use of untrained skills, it might be worth including a list of skills. Also great as part of a sheet on character advancement. I also love the idea of a game world reference sheet with incomes, prices, items, etc.
It's also worth considering including a quick-reference sheet for each chapter in the core book. Works well for those things you don't need to reference continually, but don't need to browse through an entire chapter to find either.
Re: What should be in a getting started player handout?

Posted:
Thu Jan 26, 2012 4:46 am
by Rob Lang