Brand new players
Aug 12, 2014 23:27:18 GMT -8
Post by HyveMynd on Aug 12, 2014 23:27:18 GMT -8
Last Sunday I introduced two new players to Dungeon World. They're my old neighbors from when we lived in the same apartment building (same floor, even) and are both nerds, though not really tabletop gamers. We'd scheduled a "Nerd Knight" and I offered to run a simple one-shot RPG for them.
One guy, who we'll call J, had tried to play D&D 4e with us before and lost interest pretty quickly. There were too many fiddly rules for him, and all he really wanted to do was stab baddies, loot treasure, and be an ultra bad ass. (This is the guy who said "I want to be Batman." and was completely when we told him he could be anything.) The other guy, who we'll call K, likes being really good at games, but doesn't want to devote a lot of time to learning the rules. When we used to play Magic together he played the same deck over and over again, because he "knew all the tricks and how to play it effectively". He also likes finding rule loopholes because it helps him win.
Both of them took to Dungeon World like a fish to water. J played a FIghter, and by the end of the 2-hour session was describing his guy doing flips off enemies, aerial attacks, and other "bullet time" style stuff. None of which slowed the game down, required any page flipping, or meant he had to use any fiddly rules. K played a Druid, because he thought the shapeshifting was cool. He was cooking dinner during character creation, so I was reading K his options. When I got to the part about what his character's Land the conversation went like this:
Me: What Land is your Druid attuned to? You can turn into any animal that is from your chosen Land.
K: What Land are dinosaurs from?
Me: Ah. I see where this is going.
And that's exactly where it went. K's Druid reenacted that scene from Jurassic Park (the one with the T-Rex eating the lawyer on the toilet) every chance he got.
One guy, who we'll call J, had tried to play D&D 4e with us before and lost interest pretty quickly. There were too many fiddly rules for him, and all he really wanted to do was stab baddies, loot treasure, and be an ultra bad ass. (This is the guy who said "I want to be Batman." and was completely when we told him he could be anything.) The other guy, who we'll call K, likes being really good at games, but doesn't want to devote a lot of time to learning the rules. When we used to play Magic together he played the same deck over and over again, because he "knew all the tricks and how to play it effectively". He also likes finding rule loopholes because it helps him win.
Both of them took to Dungeon World like a fish to water. J played a FIghter, and by the end of the 2-hour session was describing his guy doing flips off enemies, aerial attacks, and other "bullet time" style stuff. None of which slowed the game down, required any page flipping, or meant he had to use any fiddly rules. K played a Druid, because he thought the shapeshifting was cool. He was cooking dinner during character creation, so I was reading K his options. When I got to the part about what his character's Land the conversation went like this:
Me: What Land is your Druid attuned to? You can turn into any animal that is from your chosen Land.
K: What Land are dinosaurs from?
Me: Ah. I see where this is going.
And that's exactly where it went. K's Druid reenacted that scene from Jurassic Park (the one with the T-Rex eating the lawyer on the toilet) every chance he got.