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<blockquote data-quote="DEFCON 1" data-source="post: 9327234" data-attributes="member: 7006"><p>My route for getting people into the swing of things when they are playing fighters or rogues is to just tell them to treat the game like a movie. If they have experience seeing what people like Jackie Chan, John Wick, the Ocean's 11 crew, the Fellowship of the Ring and so forth can do... when I describe the area and situation around them, I ask them that if this was a movie, what kind of cool or interesting action do they want their character to do. Then when they tell me what their hoped-for action is... I will go through the process of explaining how their action is going to be done via the rules of the game. What parts use their Movement, what parts might involve a skill check, what parts will involve their combat abilities etc. That way they begin to associate what they are envisioning in their mind's eye to the rules of the game, and over time those associations begin to become more second nature.</p><p></p><p>While many people's natural inclination is to start at the character sheet and see what that says the character can do and then translated that into the in-world fiction... I always think going fiction-first into rules makes for a more exciting and interesting game. Sure, occasionally a player might have to be notified that the action they want to take might be outside the scope of reason and the rules/checks to succeed become exceedingly unlikely... but if they fully embrace the idea of "normal human" movie action, they should always keep within the bounds of play.</p></blockquote><p></p>
[QUOTE="DEFCON 1, post: 9327234, member: 7006"] My route for getting people into the swing of things when they are playing fighters or rogues is to just tell them to treat the game like a movie. If they have experience seeing what people like Jackie Chan, John Wick, the Ocean's 11 crew, the Fellowship of the Ring and so forth can do... when I describe the area and situation around them, I ask them that if this was a movie, what kind of cool or interesting action do they want their character to do. Then when they tell me what their hoped-for action is... I will go through the process of explaining how their action is going to be done via the rules of the game. What parts use their Movement, what parts might involve a skill check, what parts will involve their combat abilities etc. That way they begin to associate what they are envisioning in their mind's eye to the rules of the game, and over time those associations begin to become more second nature. While many people's natural inclination is to start at the character sheet and see what that says the character can do and then translated that into the in-world fiction... I always think going fiction-first into rules makes for a more exciting and interesting game. Sure, occasionally a player might have to be notified that the action they want to take might be outside the scope of reason and the rules/checks to succeed become exceedingly unlikely... but if they fully embrace the idea of "normal human" movie action, they should always keep within the bounds of play. [/QUOTE]
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