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I've never played a TRPG introduction

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Aug 7th, 2016
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  1. "I've never played a Tabletop Role Playing Game before. Where do I start?"
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  3. I see this thread every other day, if not every day. The purpose of this thread is to give new prospective players into the hobby a good starting place to see where they can branch out from.
  4.  
  5. >What's a TRPG?
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  7. Every single TRPG book out there in existence has a huge write up of this very discussion at the start of their books. But to give you the most basic of ideas, a TRPG is "Playing pretend with rules". One character takes on the role of the referee/Dungeon Master/Game Master/whatever you want to call it, and acts as the eyes and ears for the world. The players state what their character is doing, and the DM states what happens as a result. Usually, the DM will have a goal in mind for the players to accomplish, and the players will have to fight, talk, and outwit their opponents to accomplish this goal. The goal can be anything grandiose such as saving the universe, to as simple as running a bakery in town.
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  9. TRPGs are a social game, and therefore, require building up social skills. While you don't have to be perfect, you do have to get along with your fellow players. Neither DM nor Player HAVE to put up with you if they don't want to, and you don't have to put up with DM's and Players if you don't want to. So it's important to learn when to bite your tongue, when to state your opinion, and overall to not be a dick, but to also not put up with people abusing or bullying you in a polite manner that won't get the cops called on you. Later on, I'll give advice on how to avoid this and what to do should you find yourself the target of assholish behavior.
  10.  
  11. >Where do I start?
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  13. The first thing is to gather a group and pick a system. If you've been invited to play in a group, then it's generally best to find out what game they're playing and to find out more information about that, possibly picking up the Player's Handbook/Rulebook to that game and reading through that on your own time. If you're trying to start fresh, then you need to decide on a system yourself.
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  15. The two most popular systems in use right now, and therefore the ones you are most likely to find a group for, are going to be Dungeons & Dragons 5th Edition, and Pathfinder. However, due to the overall complexity and system mastery required to play Pathfinder, its usually recommended that you start with D&D 5e. And yes, the edition is important. Pathfinder itself is actually a modified version of Dungeons & Dragons 3rd/3.5th edition. 5th edition is a much easier game to get into, and is quite newbie friendly.
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  17. D&D 5th Edition has a Starter Set that you can pick up from most Friendly Local Gaming Stores, or even from the board game section at target. It costs 20 USD in stores, or roughly around 13 USD from amazon. It comes with a set of polyhedral dice, pre-made character sheets, a 60 page long adventure that most expert players agree is top-notch A+ material to work with, and a 30 page booklet of the core rules you need to play. One warning about this starter set, is that some expert players might want to make new characters for it, but it's recommended you stick with the pre-mades, as the starter set adventure ties in with the character backgrounds pretty tightly, and you might have to do some editing of the adventure to get around that.
  18.  
  19. >Where do I go from there?
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  21. Well, if you really enjoyed what you played, there are hundreds of options for you to go down. You can continue with those charaacters in that world and make up stories as you go along and play through with the full D&D 5th edition rules. Or if you like, you can branch out and play other games, such as Pathfinder, Traveller, Dark Heresy, Call of Cthulhu, FATE, Star Wars, Old School Revival games, Savage Worlds, or even Freeform Interpretive Dance. As long as you AND your group are having fun, then there are no real wrong choices. Branch out, find a game that you guys like, and play it. The choice is yours.
  22.  
  23. >DM Etiquette (How do I DM?)
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  25. The first thing that any DM should do is the most painful, and that is read through ALL of the rules. The DM is often the referee of the table, and lets face it, most players aren't going to read anything beyond their race and class chapter. It's also quite prudent to read through the various Dungeon Master Guides for various editions, as well as DM sections of other rulebooks than the one you're playing. Most of the DM sections of books tend to have great advice and will teach you much more than this guide is going to cover. Your path to DMing starts there.
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  27. It's recommended that for training wheels, you should start playing using pre-written modules. Lost Mines of Phandelver from the starter set is one such module. They are pre-written adventures, usually one-shots but sometimes full on campaigns, that you can use those to get the hang of how adventures and dungeons are created, and when you feel comfortable enough, maybe start creating some of your own, including the ideas and things that you and your players really like into them.
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  29. >Railroading
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  31. Railroading is a term in which the DM essentially forces the player characters down a very specific story line that he has in mind. This is considered quite rude to most people, and is generally frowned upon. Railroading can include very hard physical limits, such as "Oh, the city has blockaded that section off. It's impossible to get to", or somewhat softer ones such as "Oh, you try and go that way, but there are guards there that are all 10 levels higher than you who will fight you without question if you take another step". This takes away from the heroic feeling of the characters when they run into unrealistic problems like that, and it also removes the sense of freedom that many of the players enjoy. Sometimes, they will want to go down a separate quest line than you had originally intended. It's okay to allow them to do that. It's the feeling of adventure and exploration that is part of the whole package. This will be frustrating at times, but the important thing to do is make sure everyone is having fun. Unless the players start going down a direction that would be intrinsically unfun for you, you should let them wander from the road.
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  33. However, keep an eye out for bad players who might call you out on "railroading" when you might not actually be doing that. Things that are not railroading are logical outcomes of a players' actions that might affect them negatively, such as them deciding to rob an NPC and then they get caught by normal guards and arrested, or when they decide to become evil warlords that are then killed by a group of plucky adventurers who wanted to smite evil. Some players won't respond well to having justice served to them and will try to convince you that you're being a bad person by railroading them. It's important to realize the distinction between railroad and non-railroad actions to better prepare yourself and the adventure.
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  35. >Allow player actions
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  37. It's also important to allow the players more agency than you might like to. Players are crafty. Anything that you set down in front of them WILL eventually be set on fire and stolen. Bar none. It's important that you don't over create anything you intend to show them, as you will get naturally attached to it, and be less willing to let the thing in question become destroyed or mocked. This is why it's important to remember to allow the action if the other players aren't going to respond with large complaints as long as the character has the ability to. Do they decide that they need to kill the NPC you made? Well, let them. Have them deal with the after consequences of killing off someone giving them important information, of being proclaimed as murderers, and maybe even become highway bandits. Do they want to formulate a plan you didn't think of that they can feasibly do to destroy the ENTIRE dungeon without entering it? Sorry for your loss, but let them do it. Chalk it up to life experiences, and let it go boom.
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  39. That's not to say you shouldn't include a hard line of impossible actions. If a player wants to roll a dice to see if he can intimidate a man above his position when the man has no reason to be scared of this peon, then there's nothing wrong with telling him a roll in those circumstances would always fail, regardless of natural anythings. However, you should legitimately consider if the action has a chance of success, and if so, let them roll the dice. Your players will feel much more free, and you'll all be much happier as a result.
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  41. >Player Trust
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  43. Something not often talked about is earning the trust of your players. Players should be able to trust your decisions and calls as a DM. It's important to foster that relationship. Poor trust means that players will start arguing and disagreeing with your decisions more and more. One of the fastest ways to build that trust relationship is to roll openly (make all of your rolls, especially monster combat rolls, out in the open where the players can see them instead of behind a screen.) Another such is to simply not railroad them and to allow player actions, and to just know the rules, or make agreeable decisions on what those rules are without compromising other player characters skills. This one is the hardest to manage, especially when you start rolling behind the screens. Players don't like game mechanic surprises. Be open about your decisions, and why. Listen to your players feedback, and even if you don't 100% agree to it, at least be willing to compromise. Nothing says gets player trust more than saying "I trust you" in return with your actions.
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  45.  
  46. >Player Etiquette
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  48. A lot of people forget that it's not the DM's responsibility to make sure the table has fun, it's everyone's responsibilities. While you cannot control everyone's actions, you CAN do your part to help set an example for other players and make sure things are fun for yourself, others, and the DM.
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  50. >Metagaming
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  52. The metagame refers to the knowledge of the game itself. It is, in the TRPG world, often used with the following definition:
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  54. "Using outside player knowledge to give the in-game character an advantage they would not have otherwise have had."
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  56. An example of metagaming is if you know that a monster is around the corner that has hidden from you, and attacking the monster when your character, from their position, would not have known the monster was there to begin with. Metagaming comes in all shapes and sizes, however. Another form of metagaming is the "after-market excuse". This is when a player performs an action that is clearly metagaming, but then comes up with an excuse afterwards to justify the character action in-universe. One example of an after-market excuse is Tom is sleepy and going to bed while Frank goes to the next room to keep watch. Frank is then suddenly ambushed and silently taken down. Tom then suddenly wakes up and goes to the room where Frank is claiming "Tom would be worried that Frank had not come back yet and would go check up on him." regardless of the fact that Tom had clearly been intending to go to sleep and made no such announcement of his character's feelings.
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  58. Metagaming is usually very vocally shunned and is considered poor form. However, the actual amount of metagaming will depend on the group of players themselves. Some groups actually like the after-market excuses as it keeps the action going without breaking story. Some players will outright even enjoy the metagame as well. However, keep in mind that this is considered an oddity, and not the general norm. Players should try to avoid most metagaming that they can.
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  60. There is, however, a major exception. Some metagaming is actually expected in order to keep the group together and on the adventure. It's considered impolite to the group to make a 'lone-wolf' type character and have that character absolutely refuse to take part in anything the rest of the group is doing. While it would be considered a form of metagaming, you absolutely should allow that character to come up with reasons why he NEEDS to join the rest of the party on an adventure. Even better, use the metagame to talk with your group about what kind of character they're making and to make a character you think would get along with them well. It is also a polite form of metagaming to attempt to go on the quests and adventures that the DM has prepared for you. The DM puts in a lot of work to prepare the adventure, and though your characters might not have a reason to go on said adventures, you should try to work with the DM to see if he can change elements to make it more suitable for your group.
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  62. There are very, VERY few groups out there that can go 100% without metagaming, and those groups are usually very advanced role players (talking like Theater Major types of thespians). So don't beat yourself up too much if you realize that you accidentally acted on knowledge you shouldn't have had, but do try to avoid it.
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  64. >Invite plus extras
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  66. It's generally considered poor manners to bring along an extra friend without asking the DM and the rest of the group first. The DM might have planned only for a certain amount of players. There is also the case of "player drama" that happens often in circles when one player or even the DM brings their lover to the table who isn't interested in the game per sé, but rather what their significant other is doing in their spare time. This can create an awkward atmosphere as players might not be comfortable playing in front of strangers or even people who seem disinterested in their hobby, and they can be put out by people just being there.
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  68. There are also several known cases where bringing in an extra friend to play can create tension as well. The extra friend might not pick up on the social queues and become That Guy. This case in particular can be difficult to manage as since the new guy is a friend of one of the group, people will have difficulties talking to them about it, as it could damage the relationship between the new guy and his friend/lover. You should never invite extra people without getting the OK from everyone else first. Possibly even arrange a meet up between the group and the new person in question so people can get used to them at first.
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  70. >That Guy behavior
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  72. That Guy has many forms, but generally one definition. "That guy who goes against the fun of the group". He's the guy above who makes lone-wolf characters, and calls the DM a railroader when he asks That guy to play with the group. He's the guy who makes racist comments. This isn't always limited to the nature of general society though. You can be That Guy if you sit in with a bunch of racist types and start up arguments about why racism is wrong. The only wrong way to have fun is to have fun to the determent of everyone else at the table. You are That Guy if you rules lawyer everything the DM does at the table. However, you can also be That Guy if you insist that the DM play on the fly when the rest of the group sticks hard and fast to the rules as written in the book. No matter the logical reason you have, getting in the way of the fun the entire table is having is poor behavior.
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  74. If you recognize that you are being That Guy, you have two options. If you think you can change your behavior to fit in more with the table's mannerisms and general acceptance of what is a good time without compromising your own fun, you should. Making slight changes to your normal social behavior to fit in is a common occurrence, and not one to be frowned upon. However, if you think you would not have fun with the style of game everyone else wants, or you really don't think you CAN get along with the others for whatever reason, then the most polite thing to do would be excusing yourself from the table and finding yourself a new group. Don't turn it into a thing, just say "Sorry guys, I think we have creative difference. I'm gonna go form my own band, and I hope you have fun without me". Remember, you are not beholden to anyone to suffer if you're not having fun, and that includes close friends. Not every friend will enjoy TRPGs in the same way you will, and there is nothing wrong with this.
  75.  
  76. >Excising other That Guys from the table.
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  78. If you notice that someone else is being That Guy, the first thing to remember is to never retaliate in or out of character. The former is not socially acceptable by anyone and is frowned upon greatly. The second one is outright illegal and should be never considered, unless the That Guy has done something horrible out of game, and even in that case the police should be your answer, and nothing more than that.
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  80. When you as a player notice that another player is being That Guy, have a talk with the table first. Ask the group if they find That Guy's behavior annoying or irksome. If they say no, then they might even enjoy That Guys behavior, which would turn you into That Guy. In this case, you might want to have a one-on-one discussion with That Guy about how his behavior is affecting you personally. If he refuses to relent, and you are no longer having fun, then unfortunately you'll have to be the one to leave the table.
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  82. If a majority of the group agrees that the behavior of the player is in the wrong, then in that case, the DM should try talking with him about the behavior. The DM in particular as he tends to hold the position with the most respect, and also tends to be the more impartial figure of the group. Have a discussion with the problem player, about how it makes everyone feel, and ask if he can change. 90% of the time, this won't work. People who have the mindset where talking to them directly would work tend to be socially aware enough to not become That Guys, and That Guys will generally not see a problem with this. This is not an excuse for you to skip this step.
  83.  
  84. ALWAYS TALK TO THEM FIRST. ALWAYS.
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  86. If they begin arguments with you, or state their refusal to change, then simply inform them that they are no longer invited to the table, and to leave. Don't make a big deal, don't let it turn into an argument. This isn't a debate at this point, it's a notice. Inform them of why you removed them, and that they are removed. Do not engage them in any temper tantrums they might throw, and do not allow them to abuse or steal from players on their way out the door.
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  88. If they do agree to change, keep an eye on them for awhile. It can be hard to change right away, but if you notice improvements, compliment them, and if you notice slippage, just gently remind them, or even ignore it. If they work hard to fit in with the table, they should be accepted. However, if they slip right back into their old ways very quickly, or even worse than before, then give them 1 or 2 firm reminders of your talk. But don't let it go on for too long. Remember, while he's being a That Guy, other people at your table are suffering, and many people will just get up and silently leave if a situation is left unchanged for too long. If they have not changed their behavior, then it's time to excise them as above.
  89.  
  90. Yes, it's going to hurt and suck, but it needs to be done, and afterwards, you are going to feel better for having done it.
  91.  
  92. >Other things
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  94. This thread is merely a primer into the TRPG world and general advice that we often have to give out to people. For everything else, feel free to post a thread to ask questions. Or find the general of your game choice and ask them there. And remember, be excellent to each other, and party on, dudes.
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