In the time since I last wrote one of these columns, we've welcomed some new players into our gaming group, and it's caused me to think back to other newbies in groups past, and my experiences as a new player. It can be hard to settle in with a new group, so I thought I'd present some handy tips.
- Try to fill a need. Before you create your character, ask about the current party members. See if there's a particular class that they don't have and could really use, and if it's a class that you could see yourself having fun with, roll one up. This will help endear you to your new group, and it will make the game more enjoyable for you, because filling a useful role is much more exciting than being redundant.
That said, don't bend over backwards trying to be a people pleaser. Don't play a character class that you hate, just because it would be useful, and don't let the resident power gamer(s) tell you exactly what skills/feats/spells/whatever you should take.
- Skip the lone wolf attitude, at least at the start. While you don't have to be all sunshine and roses, it's not best to have your first experience with the group be of you playing an aloof character who has to be coaxed into helping the party, or who goes off and does his own thing, hogging the GM's attention. Maybe that's just how your character is, but the sad fact is that people will judge you based on your character, and if you're playing a jerk, they might think you're a jerk, too.
Actually, while it can be fun to play a character who is a jerk (my character in our Wednesday game has quite a mouth on her and doesn't care for or about most of her companions), I think it's always best, no matter how long you've been in the game, to not play a character who is antagonistic to the group, or who prefers to work alone.
- Cooperate with the GM. Talk with him or her before you bring your character in. Make sure that they approve of your character build, that your background fits into their world, etc. Then talk about how you can be brought into the game. Don't push to be a plot device, but if the GM offers the chance, take it. It always feels much more natural to have a new group member for a reason, instead of "Oh, well, we know he's a player character, so we'll let this random guy tag along."
Also along those lines, if a GM nixes your character concept for reasons of balance or inappropriateness, do not argue the point. Either make a different character, or look for a group where you can play your original concept.
- For the first session or two, spend more time observing than talking, at least out of character. Get an idea of the tone of the group and what's acceptable before you run your mouth off. Avoid talking about iffy subjects like politics, religion, or sex, unless someone else brings it up first. Don't instigate banter during the game. And especially don't go making potentially offensive jokes before you're even certain about the makeup of the group.
That's not to say that you can't ever get a little raunchy and out of control. You just need to wait and see if that's the way your new group rolls. You can also try talking with your fellow players and your GM, and ask if there's any taboos you should be aware of, or if it's an "anything goes" kind of atmosphere.
- Snack food goes a long way towards winning people over. It doesn't cost much to bring a box of cookies or a bag of chips or a couple two liters of Mountain Dew, but that few dollar gesture shows that you're willing to contribute to the group. Bonus points if you bring homemade cookies or brownies, or offer to spring for pizza for the night.
Even more importantly, don't show up and start mooching off of people. Be prepared to provide your own dinner and drinks and snacks as needed.
- Don't be a know-it-all. No one likes it when the newbie starts telling them that they're playing their character wrong. The only person who can make that call is the GM. I think that the quickest way to alienate yourself from a new group is to come in and tell the paladin that he's not really acting Lawful Good, then double-check the wizard's saving throws, and then tell the fighter that a spiked chain is a stupid weapon. Nor should you go to the GM and say that you think so-and-so is cheating.
You'll find that some groups have a lot of house rules, and that some GMs prefer to use underhanded methods to deal with cheating, and that some people like to play a character concept even if it is stupid and not as powerful as it could be. You need to either accept that, or move on to a more by-the-rules, min-maxing group.
- Most importantly, relax and have fun. You don't have to be the best and most powerful, and you don't have to be friends with everyone. As long as you're enjoying the game, and even the people who aren't sure they like you are enjoying the game, there's nothing to stress out about. Go with the flow, adapt as needed, and remind yourself that there's no such thing as a perfect group.
That said, while it is hard to find a good group, if you find that even after a few sessions to adjust, you're not fitting in, you may need to leave. Be sure to discuss your issues with the GM first, in case it's something that can be remedied. But if things can be resolved, move on to find another group. If you do leave a group, please do so in a way that does not cause drama. Don't accuse the GM of playing favorites, oust all the cheaters, and tell the guy in the corner that he smells like rotten bananas. Just say that you don't feel like the group is the right fit, and leave it at that.
Now a few tips for the GM, to help new players fit in.
- First, the polite thing to do is run it by the rest of the group first. Make sure that your new player isn't the wizard's arch-nemesis from high school or some such.
- Then make sure that the new player is well-informed about the system, the setting, and the current power-level of the group. If there are any house rules or any other changes to the core game, let them know ahead of time. If possible, be there with the player when they make their character, and inform them of possible major pitfalls (ie, warn them that an orc might not be the best addition to a group of racist elves).
- Make sure that your game is actually fun for new players. I'll never forget my first experience in my current gaming group. For some reason, the GM had decided that new characters should come in at half the party average level. So when the most powerful group members were approaching epic, the rest of us came in at level 9. My ranger died a lot, and I took to bringing a magazine with me, because there was no point in me trying to do anything in the numerous combats. Years later, long after that game is over, the GM's son and I double-teamed him and brow-beated him with our logic until he agreed to a more fair entry level. Don't do this to your players. Make sure that newbies can play an important role in your game.
- Help the new player get situated in the game, but don't give them so much attention that you're barely interacting with your existing players. At times, it's best to assign a mentor to the new player, someone who is experienced with the system and doesn't mind doing a little less in game in order to get the new player up to speed.
- Be prepared to ask the new player to step down if they turn out to be a complete disruptive influence. Part of being the GM is sometimes having to be the bad guy, and if you allow a truly bad player to stay and annoy your entire group, the good players will start to leave.
And lastly, a few tips for a GM who has a brand new group.
- Don't join a group as a player and then immediately start recruiting people for your own game, which you promise will be totally awesome. Take the time to get to know the group first and establish yourself as a member of their social circle.
- Let your new players know your expectations right off the bat. If your campaign will only work with a good-leaning party, tell them that. Don't act all shocked and offended when they've decided to roll a neutral or evil party.
- Commit to running the game. Don't say that you're going to run every Saturday, and then cancel three games out of four. Obviously, exceptions can be made for illnesses and major family emergencies, but if you never know when you're going to be scheduled for overtime, you probably shouldn't be running a game.
- Plan, plan, plan. It's not just enough to have a cool setting and lots of NPCs for it. If you're going to promise a new group a game, you have to be prepared to delivered. Have numerous plot threads ready and try to have a buffer of at least a session or two worth of material in case you run low on inspiration.
That's it for this month. Happy gaming!
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