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	<title>Comments on: So You Want to GM a Roleplaying-Intensive Game, Part 4</title>
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-4/comment-page-1#comment-2555</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Mon, 06 Oct 2008 13:38:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=242#comment-2555</guid>
		<description>@Swordgleam &amp; Martin:  Good advice re: Iron Heroes.  I had definitely considered something else, but I don&#039;t really feel up to a Star Wars game and player interest there was only so-so.  They wanted fantasy since they&#039;re all fans of that genre (and the two brand-new players know it via pop culture and WoW).  Selfishly, I didn&#039;t want a generic D&amp;D game as I&#039;m not very fond of high fantasy.

The options, as far as I was concerned, were Iron Heroes or Black Company.  I moved away from Black Company as the magic rules are more complex than Iron Heroes but given the rest of the crunch in IH... I may reconsider my decision.  I may simply &quot;drift&quot; the tokens mechanic from IH to BC in the form of generic action points (try something dynamic/cool, receive an action point token), group skills in the same manner and up feat acquisition to every other level as per 4e and IH.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2555&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Swordgleam &amp; Martin:  Good advice re: Iron Heroes.  I had definitely considered something else, but I don&#8217;t really feel up to a Star Wars game and player interest there was only so-so.  They wanted fantasy since they&#8217;re all fans of that genre (and the two brand-new players know it via pop culture and WoW).  Selfishly, I didn&#8217;t want a generic D&amp;D game as I&#8217;m not very fond of high fantasy.</p>
<p>The options, as far as I was concerned, were Iron Heroes or Black Company.  I moved away from Black Company as the magic rules are more complex than Iron Heroes but given the rest of the crunch in IH&#8230; I may reconsider my decision.  I may simply &#8220;drift&#8221; the tokens mechanic from IH to BC in the form of generic action points (try something dynamic/cool, receive an action point token), group skills in the same manner and up feat acquisition to every other level as per 4e and IH.
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-4/comment-page-1#comment-2548</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Sat, 04 Oct 2008 05:04:19 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=242#comment-2548</guid>
		<description>&lt;a href=&#039;#comment-2545&#039; rel=&quot;nofollow&quot;&gt;@ben robbins&lt;/a&gt; - Interesting -- that&#039;s definitely not a definition I&#039;ve heard before. Since it&#039;s specifically tied to Forge Theory, that&#039;s probably why -- there&#039;re huge chunks of that I&#039;, not familiar with.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2548&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-2545' rel="nofollow">@ben robbins</a> &#8211; Interesting &#8212; that&#8217;s definitely not a definition I&#8217;ve heard before. Since it&#8217;s specifically tied to Forge Theory, that&#8217;s probably why &#8212; there&#8217;re huge chunks of that I&#8217;, not familiar with.
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		<title>By: Swordgleam</title>
		<link>http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-4/comment-page-1#comment-2547</link>
		<dc:creator>Swordgleam</dc:creator>
		<pubDate>Sat, 04 Oct 2008 05:02:21 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=242#comment-2547</guid>
		<description>&lt;a href=&#039;#comment-2543&#039; rel=&quot;nofollow&quot;&gt;@Rafe&lt;/a&gt; - I love Iron Heroes, but I don&#039;t think it&#039;s the game to pick if you plan to de-emphasize mechanics. It&#039;s a pretty crunchy game, and with token pools and especially all the stuff the arcanists have going on, it&#039;ll be hard to keep track of the players&#039; characters for them. 

That said, I don&#039;t think it&#039;s a bad first choice at all. I&#039;m in a roleplaying-intensive game of Iron Heroes right now, with two guys who&#039;ve never gamed before. One of them still mostly sticks to &quot;I hit it with my axe,&quot; but the other one spends more time by far dreaming up moving speeches than he does rolling dice.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2547&#039;,&#039;Swordgleam&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-2543' rel="nofollow">@Rafe</a> &#8211; I love Iron Heroes, but I don&#8217;t think it&#8217;s the game to pick if you plan to de-emphasize mechanics. It&#8217;s a pretty crunchy game, and with token pools and especially all the stuff the arcanists have going on, it&#8217;ll be hard to keep track of the players&#8217; characters for them. </p>
<p>That said, I don&#8217;t think it&#8217;s a bad first choice at all. I&#8217;m in a roleplaying-intensive game of Iron Heroes right now, with two guys who&#8217;ve never gamed before. One of them still mostly sticks to &#8220;I hit it with my axe,&#8221; but the other one spends more time by far dreaming up moving speeches than he does rolling dice.
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-4/comment-page-1#comment-2546</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Sat, 04 Oct 2008 05:01:20 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=242#comment-2546</guid>
		<description>&lt;a href=&#039;#comment-2541&#039; rel=&quot;nofollow&quot;&gt;@Scott Martin&lt;/a&gt; - I haven&#039;t used either of my driftable mechanics examples -- and it&#039;s actually the only one of the 12 steps I haven&#039;t used myself at all in this chronicle.

Looking back on the chronicle so far, the DoW system would actually have come in handy, but I have a great group -- they&#039;ve done really well at roleplaying their intra-party conflicts without a system.

There&#039;s nothing really comparable in nMage, no; I didn&#039;t want to tie the whole post series directly to my own game, just use it as the baseline for my observations. (The Hubris -- now Wisdom -- system does fit nicely with the idea of encouraging roleplaying through mechanics.)

&lt;a href=&#039;#comment-2543&#039; rel=&quot;nofollow&quot;&gt;@Rafe&lt;/a&gt; - I&#039;d start by making sure that&#039;s something that the two non-gamers are interested in, and that will work for them. I&#039;d also recommend running a one shot, so they can experiment with no lasting consequences, and I&#039;d strongly consider running that one shot with a system other than D&amp;D.

As a system, D&amp;D isn&#039;t great at encouraging roleplaying -- that doesn&#039;t mean you can&#039;t roleplay the heck out of a D&amp;D game, just that the system itself doesn&#039;t help you much. White Wolf offers a host of free one shots for their nWoD line that include quickstart rules; you might also consider something like &lt;em&gt;Spirit of the Century&lt;/em&gt;.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2546&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-2541' rel="nofollow">@Scott Martin</a> &#8211; I haven&#8217;t used either of my driftable mechanics examples &#8212; and it&#8217;s actually the only one of the 12 steps I haven&#8217;t used myself at all in this chronicle.</p>
<p>Looking back on the chronicle so far, the DoW system would actually have come in handy, but I have a great group &#8212; they&#8217;ve done really well at roleplaying their intra-party conflicts without a system.</p>
<p>There&#8217;s nothing really comparable in nMage, no; I didn&#8217;t want to tie the whole post series directly to my own game, just use it as the baseline for my observations. (The Hubris &#8212; now Wisdom &#8212; system does fit nicely with the idea of encouraging roleplaying through mechanics.)</p>
<p><a href='#comment-2543' rel="nofollow">@Rafe</a> &#8211; I&#8217;d start by making sure that&#8217;s something that the two non-gamers are interested in, and that will work for them. I&#8217;d also recommend running a one shot, so they can experiment with no lasting consequences, and I&#8217;d strongly consider running that one shot with a system other than D&#038;D.</p>
<p>As a system, D&#038;D isn&#8217;t great at encouraging roleplaying &#8212; that doesn&#8217;t mean you can&#8217;t roleplay the heck out of a D&#038;D game, just that the system itself doesn&#8217;t help you much. White Wolf offers a host of free one shots for their nWoD line that include quickstart rules; you might also consider something like <em>Spirit of the Century</em>.
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		<title>By: ben robbins</title>
		<link>http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-4/comment-page-1#comment-2545</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Sat, 04 Oct 2008 04:55:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=242#comment-2545</guid>
		<description>@Martin -- I&#039;ve seen &quot;drift&quot; used a lot over at the Forge and Story Games. Here&#039;s a (albeit complex) definition in the Forge glossary:

&lt;a href=&quot;http://indie-rpgs.com/_articles/glossary.html&quot; rel=&quot;nofollow&quot;&gt;http://indie-rpgs.com/_articles/glossary.html&lt;/a&gt;

The second part is how I usually see it used: &quot;deciding to ignore or alter the use of a given rule&quot;&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2545&#039;,&#039;ben robbins&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>@Martin &#8212; I&#8217;ve seen &#8220;drift&#8221; used a lot over at the Forge and Story Games. Here&#8217;s a (albeit complex) definition in the Forge glossary:</p>
<p><a href="http://indie-rpgs.com/_articles/glossary.html" rel="nofollow">http://indie-rpgs.com/_articles/glossary.html</a></p>
<p>The second part is how I usually see it used: &#8220;deciding to ignore or alter the use of a given rule&#8221;
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		<title>By: Rafe</title>
		<link>http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-4/comment-page-1#comment-2543</link>
		<dc:creator>Rafe</dc:creator>
		<pubDate>Fri, 03 Oct 2008 18:58:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=242#comment-2543</guid>
		<description>Good stuff!  I went back and read all the previous blog posts on running a roleplaying-intensive game.

My question is this (and I&#039;d love for it to be addressed as a separate post):  How do you start a roleplaying-intensive game with players who are not only new to roleplaying but to table-top RPGs?

I&#039;m looking to start a game with four relatively new players.  Two are in my 4e game and have played about 6 sessions.  Both have taken well to roleplaying encouragement and are getting into it.  This is has shown bigtime in their co-mingled backgrounds for their Arcanist and Executioner (I&#039;m starting up an Iron Heroes campaign).  The other two, however, have never played a TT game. . . they&#039;ve only played WoW.

The one thing I&#039;m going to do is de-emphasize the rules/mechanics.  Ie, &quot;Tell me what you want to do and I&#039;ll tell you what you need to do to make it happen&quot; (if it involves rolls/rules).

Thoughts?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2543&#039;,&#039;Rafe&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Good stuff!  I went back and read all the previous blog posts on running a roleplaying-intensive game.</p>
<p>My question is this (and I&#8217;d love for it to be addressed as a separate post):  How do you start a roleplaying-intensive game with players who are not only new to roleplaying but to table-top RPGs?</p>
<p>I&#8217;m looking to start a game with four relatively new players.  Two are in my 4e game and have played about 6 sessions.  Both have taken well to roleplaying encouragement and are getting into it.  This is has shown bigtime in their co-mingled backgrounds for their Arcanist and Executioner (I&#8217;m starting up an Iron Heroes campaign).  The other two, however, have never played a TT game. . . they&#8217;ve only played WoW.</p>
<p>The one thing I&#8217;m going to do is de-emphasize the rules/mechanics.  Ie, &#8220;Tell me what you want to do and I&#8217;ll tell you what you need to do to make it happen&#8221; (if it involves rolls/rules).</p>
<p>Thoughts?
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-4/comment-page-1#comment-2541</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Fri, 03 Oct 2008 17:03:55 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=242#comment-2541</guid>
		<description>What made you decide to hunt down driftable mechanics and adopt them instead of looking for a system that has the mechanics built in? (In other words, why borrow BITs instead of running Burning Wheel which builds them in?)

Did you find similar mechanics in nMage? I haven&#039;t read through my copy thoroughly-- did Hubris or other mechanics fill the gap?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2541&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>What made you decide to hunt down driftable mechanics and adopt them instead of looking for a system that has the mechanics built in? (In other words, why borrow BITs instead of running Burning Wheel which builds them in?)</p>
<p>Did you find similar mechanics in nMage? I haven&#8217;t read through my copy thoroughly&#8211; did Hubris or other mechanics fill the gap?
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		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-4/comment-page-1#comment-2537</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Fri, 03 Oct 2008 15:07:28 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=242#comment-2537</guid>
		<description>The last tip may be your best. Watch your players. It encompasses a great deal, actually, and I think worthy of a post of its own. But the key thing is to be making constant evaluations of the discussions/activity of the table so that the GM knows when to hold back and let things play out, when to offer a gentle suggestions or guiding hand, or to act more assertively in some situations.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2537&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The last tip may be your best. Watch your players. It encompasses a great deal, actually, and I think worthy of a post of its own. But the key thing is to be making constant evaluations of the discussions/activity of the table so that the GM knows when to hold back and let things play out, when to offer a gentle suggestions or guiding hand, or to act more assertively in some situations.
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-4/comment-page-1#comment-2534</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Fri, 03 Oct 2008 12:33:51 +0000</pubDate>
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		<description>&lt;a href=&#039;#comment-2533&#039; rel=&quot;nofollow&quot;&gt;@ben robbins&lt;/a&gt; - It&#039;s the only roleplaying-specific definition of drift I&#039;ve ever heard. The one you mentioned makes sense (and fits term), but I&#039;ve never actually heard it before.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2534&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p><a href='#comment-2533' rel="nofollow">@ben robbins</a> &#8211; It&#8217;s the only roleplaying-specific definition of drift I&#8217;ve ever heard. The one you mentioned makes sense (and fits term), but I&#8217;ve never actually heard it before.
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		<title>By: ben robbins</title>
		<link>http://www.gnomestew.com/gming-advice/so-you-want-to-gm-a-roleplaying-intensive-game-part-4/comment-page-1#comment-2533</link>
		<dc:creator>ben robbins</dc:creator>
		<pubDate>Fri, 03 Oct 2008 11:54:16 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=242#comment-2533</guid>
		<description>Is that the common definition for drift? I&#039;ve normally heard it used to mean changing the rules in any way (including unwittingly), &quot;drifting&quot; away from the rules as written.

Terms aside, grafting/swiping/transplanting/kitbashing rules is good stuff.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;2533&#039;,&#039;ben robbins&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Is that the common definition for drift? I&#8217;ve normally heard it used to mean changing the rules in any way (including unwittingly), &#8220;drifting&#8221; away from the rules as written.</p>
<p>Terms aside, grafting/swiping/transplanting/kitbashing rules is good stuff.
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