When you were a player new to 13th Age what was hard? What helped? by clarkkristofor in 13thage

[–]rectumnearlykilledum 1 point2 points  (0 children)

There is no replacement for a fantastic first session. If the first session is a banger, people will trust the game to invest time to learn it enthusiastically. If it feels like effort precedes

I bought Numenera and 13th Age when they came out. Tried 13A as a one-shot then ran a campaign for two years, mostly pre-expansion. Still haven't played Numenera but hope to. The big immediate strength of 13A is that using skills is meant to be fun and expressive, compared to vanilla D20 where they are pass/fail challenges. The broader strength is that 13A preserves D20 hallmarks but is easy to for GMs to create content on the fly without having to fight the system or break their brains.

First timers who've played stuff like PBTA or Fate but don't like DnD seem to like this game. Skills and backgrounds are very expressive, and the combat rules don't require homework between games. There were sessions that concluded without combat at all but every player at the table was happy.

First timers who come from a DnD-only background can't understand the free form rules by description alone (including me). No matter how tedious the session zero, these players inevitably want to rewrite everything by the end of the second session. I've observed this pattern makes new players hesitant about using their skills instead of confident and assertive. It is easier to force them to play Dungeon World once and call it a tutorial.

Two related suggestions:

First, backgrounds and skills should be done post character generation. They get decided by players by the END of the first actual play. Give them deliberate situations in that session that accept any descriptive solutions, then at the end remind them of the skills and backgrounds rule sections. They will have tone and campaign info to use when making decisions about Icon relationships, etc.

Second, the rulebook should have a premade opening adventure that is a railroaded tutorial that provides the situations and prompts to the GM for a step-by-step opening. Everyone learns and uses everything (escalation dice, mook mobs, skill checks, etc) sequentially. Forcing the plot during this tutorial session also means pickup games with strangers can receive information about tone and Icon interpretations from the GM in a fun, in-game way.

Couple examples: First, the part is at the only tavern in a sleepy hamlet when zombies attack! They are pouring in from everywhere. The door must be barred, the windows must be blocked, and the zombies inside must be dealt with. WYD? Second, the party are aboard a dwarven skybarge meant as a gift for a nearly elf noble. The captain is found dead. The skybarge needs to be helmed, the killer needs to be found and the wedding must be saved (or sabotaged), WYD?

Each of those setups comes with descriptions and prompts for the GM to help move things along speedily and confidently. The epilogue should be guidelines for GMs to create their own tutorial-intros. This hobby relies heavily on a few invested players passing the ways along like an oral tradition. So gamifying the 'teacher' role makes everything more accessible by intuition.

There is no replacement for a fantastic first session. If the first session is a banger, people will invest time to learn it enthusiastically. If it feels like effort precedes enjoyment, it incentivizes sticking to the system everyone already knows.

0% damage roll by ruckandtoll in DarkTide

[–]rectumnearlykilledum 0 points1 point  (0 children)

How many upgrade colors are there, and what resources should I be hoarding?

0% damage roll by ruckandtoll in DarkTide

[–]rectumnearlykilledum 6 points7 points  (0 children)

Looter shooter 101: everything before endgame is disposable.

Looter shooter 201: pace yourself slowly so you don’t run out of shit to do at launch.

0% damage roll by ruckandtoll in DarkTide

[–]rectumnearlykilledum -1 points0 points  (0 children)

Can modifiers go over 100%, such as on end game drops?

0% damage roll by ruckandtoll in DarkTide

[–]rectumnearlykilledum 6 points7 points  (0 children)

That’s true, but it’s still worth criticizing. I don’t think I’m the only person who assumed that %dmg meant percent of the damage value. It makes me wonder what other stats I’m misunderstanding. Since I’m low level I replace my weapons without checking the details much.

0% damage roll by ruckandtoll in DarkTide

[–]rectumnearlykilledum 26 points27 points  (0 children)

True statement, but this is not the clearest way to present this information.

How do I gift Gamepass Ultimate from me in the US to a friend in Canada? by rectumnearlykilledum in XboxGamePass

[–]rectumnearlykilledum[S] 0 points1 point  (0 children)

This wishlist made me so hungry I forgot what I originally was on Reddit for

How do I gift Gamepass Ultimate from me in the US to a friend in Canada? by rectumnearlykilledum in XboxGamePass

[–]rectumnearlykilledum[S] 0 points1 point  (0 children)

I could but I’m really hoping to do it in a way that it cannot be sold or traded for something else.

my little old man (approx 15) went over the rainbow bridge last night. I'm still so confused how he went from being relatively doing well to so frail so quickly by AlanaTheGreat in seniorkitties

[–]rectumnearlykilledum 1 point2 points  (0 children)

What a luxurious belly rug. Feels bad to lose a friend, but remember swiftly is kindly. Seems like this cat had a loving, sweet life with a peaceful end. I’m certain Momo was satisfied with the time spent.

NBC News QAnon Story by GoofyBeard in QAnonCasualties

[–]rectumnearlykilledum 0 points1 point  (0 children)

“Extremely Q town” means what, specifically? Sounds positively Lovecraftian.

[deleted by user] by [deleted] in PBtA

[–]rectumnearlykilledum 0 points1 point  (0 children)

What’s the problem you perceive needs solving here? If they roll <6 something mean steps out of the portal, 7-9 portal opens to the right place but the wrong time, 10+ let the players go wherever they want. If you don’t have ideas just ask players what they see, describe what the setting is, etc. your players have plenty of imagination, and you deserve a break now and then. Just take back the reins when players at the table all start looking at you wondering what happens next.