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	<title>Comments on: Introducing a New Player: Provide a Simple Tailored Objective</title>
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	<description>Zero Compromise Roleplaying</description>
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		<title>By: Spyder Z</title>
		<link>http://www.apathygames.com/2009/12/22/introducing-a-new-player-provide-a-simple-tailored-objective-2/comment-page-1/#comment-647</link>
		<dc:creator>Spyder Z</dc:creator>
		<pubDate>Thu, 21 Jan 2010 13:58:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=423#comment-647</guid>
		<description>The biggest thing I&#039;ve noticed between new players and the seasoned lot, is character action. A new player tends not to realize that they&#039;re capable of doing whatever it is that they want, and older players are so used to it that their characters can effectively operate without too much Storyteller involvement. So for a new player I talk to them about who their character is before the game. That way, during the game I can pointedly ask them how their character is reacting to the action in such a way that it &quot;Leads&quot; them on.&lt;br&gt;&lt;br&gt;&quot;So you&#039;re standing off to the side? Wait, you mean that Railfoof, notorious treasure hunter, is just watching while they start poking through the wagon?&quot;&lt;br&gt;&lt;br&gt;or I step them through the process, basing my guiding on their character concept,&lt;br&gt;&lt;br&gt;&quot;She looks over at you, smiling in such a way that you know there&#039;s more to her story than she&#039;s told you, almost as if she&#039;s daring you to question her on it.&quot; (And if they don&#039;t take the lead) &quot;You&#039;re a High Priestess of the Chubabra. She&#039;s in your church mocking you with an obviously doctored story. How do you respond to her? You know that the king sent her, but you&#039;re in charge in this building.&quot; (And if they still give an &quot;I don&#039;t know&quot;.) &quot;You could ask her what more there is to the story, and let her know that you don&#039;t appreciate her games.&quot;&lt;br&gt;&lt;br&gt;  In both cases the goal is to get their characters doing the things they built their characters to do. Typically as the game move forward, they begin to realize that all the need to do is tell me what they want their character to do, and I&#039;ll tell them whether or not it&#039;s possible (A lot of new players take that a step too far, and begin &quot;I grab a low hanging tree branch and hit the were-bunny with it&quot;. I let them know that that&#039;s what they are attempting, and that the die will tell us both how successful they are. If there&#039;s even a tree branch close enough. ;P&quot;). By the end of the session they tend to have a decent &quot;Grasp&quot; of how things work, and they are happy that the character they built &quot;Works&quot;. ;P</description>
		<content:encoded><![CDATA[<p>The biggest thing I&#39;ve noticed between new players and the seasoned lot, is character action. A new player tends not to realize that they&#39;re capable of doing whatever it is that they want, and older players are so used to it that their characters can effectively operate without too much Storyteller involvement. So for a new player I talk to them about who their character is before the game. That way, during the game I can pointedly ask them how their character is reacting to the action in such a way that it &#8220;Leads&#8221; them on.</p>
<p>&#8220;So you&#39;re standing off to the side? Wait, you mean that Railfoof, notorious treasure hunter, is just watching while they start poking through the wagon?&#8221;</p>
<p>or I step them through the process, basing my guiding on their character concept,</p>
<p>&#8220;She looks over at you, smiling in such a way that you know there&#39;s more to her story than she&#39;s told you, almost as if she&#39;s daring you to question her on it.&#8221; (And if they don&#39;t take the lead) &#8220;You&#39;re a High Priestess of the Chubabra. She&#39;s in your church mocking you with an obviously doctored story. How do you respond to her? You know that the king sent her, but you&#39;re in charge in this building.&#8221; (And if they still give an &#8220;I don&#39;t know&#8221;.) &#8220;You could ask her what more there is to the story, and let her know that you don&#39;t appreciate her games.&#8221;</p>
<p>  In both cases the goal is to get their characters doing the things they built their characters to do. Typically as the game move forward, they begin to realize that all the need to do is tell me what they want their character to do, and I&#39;ll tell them whether or not it&#39;s possible (A lot of new players take that a step too far, and begin &#8220;I grab a low hanging tree branch and hit the were-bunny with it&#8221;. I let them know that that&#39;s what they are attempting, and that the die will tell us both how successful they are. If there&#39;s even a tree branch close enough. ;P&#8221;). By the end of the session they tend to have a decent &#8220;Grasp&#8221; of how things work, and they are happy that the character they built &#8220;Works&#8221;. ;P</p>
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		<title>By: Spyder Z</title>
		<link>http://www.apathygames.com/2009/12/22/introducing-a-new-player-provide-a-simple-tailored-objective-2/comment-page-1/#comment-249</link>
		<dc:creator>Spyder Z</dc:creator>
		<pubDate>Thu, 21 Jan 2010 05:58:58 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=423#comment-249</guid>
		<description>The biggest thing I&#039;ve noticed between new players and the seasoned lot, is character action. A new player tends not to realize that they&#039;re capable of doing whatever it is that they want, and older players are so used to it that their characters can effectively operate without too much Storyteller involvement. So for a new player I talk to them about who their character is before the game. That way, during the game I can pointedly ask them how their character is reacting to the action in such a way that it &quot;Leads&quot; them on.&lt;br&gt;&lt;br&gt;&quot;So you&#039;re standing off to the side? Wait, you mean that Railfoof, notorious treasure hunter, is just watching while they start poking through the wagon?&quot;&lt;br&gt;&lt;br&gt;or I step them through the process, basing my guiding on their character concept,&lt;br&gt;&lt;br&gt;&quot;She looks over at you, smiling in such a way that you know there&#039;s more to her story than she&#039;s told you, almost as if she&#039;s daring you to question her on it.&quot; (And if they don&#039;t take the lead) &quot;You&#039;re a High Priestess of the Chubabra. She&#039;s in your church mocking you with an obviously doctored story. How do you respond to her? You know that the king sent her, but you&#039;re in charge in this building.&quot; (And if they still give an &quot;I don&#039;t know&quot;.) &quot;You could ask her what more there is to the story, and let her know that you don&#039;t appreciate her games.&quot;&lt;br&gt;&lt;br&gt;  In both cases the goal is to get their characters doing the things they built their characters to do. Typically as the game move forward, they begin to realize that all the need to do is tell me what they want their character to do, and I&#039;ll tell them whether or not it&#039;s possible (A lot of new players take that a step too far, and begin &quot;I grab a low hanging tree branch and hit the were-bunny with it&quot;. I let them know that that&#039;s what they are attempting, and that the die will tell us both how successful they are. If there&#039;s even a tree branch close enough. ;P&quot;). By the end of the session they tend to have a decent &quot;Grasp&quot; of how things work, and they are happy that the character they built &quot;Works&quot;. ;P</description>
		<content:encoded><![CDATA[<p>The biggest thing I&#39;ve noticed between new players and the seasoned lot, is character action. A new player tends not to realize that they&#39;re capable of doing whatever it is that they want, and older players are so used to it that their characters can effectively operate without too much Storyteller involvement. So for a new player I talk to them about who their character is before the game. That way, during the game I can pointedly ask them how their character is reacting to the action in such a way that it &#8220;Leads&#8221; them on.</p>
<p>&#8220;So you&#39;re standing off to the side? Wait, you mean that Railfoof, notorious treasure hunter, is just watching while they start poking through the wagon?&#8221;</p>
<p>or I step them through the process, basing my guiding on their character concept,</p>
<p>&#8220;She looks over at you, smiling in such a way that you know there&#39;s more to her story than she&#39;s told you, almost as if she&#39;s daring you to question her on it.&#8221; (And if they don&#39;t take the lead) &#8220;You&#39;re a High Priestess of the Chubabra. She&#39;s in your church mocking you with an obviously doctored story. How do you respond to her? You know that the king sent her, but you&#39;re in charge in this building.&#8221; (And if they still give an &#8220;I don&#39;t know&#8221;.) &#8220;You could ask her what more there is to the story, and let her know that you don&#39;t appreciate her games.&#8221;</p>
<p>  In both cases the goal is to get their characters doing the things they built their characters to do. Typically as the game move forward, they begin to realize that all the need to do is tell me what they want their character to do, and I&#39;ll tell them whether or not it&#39;s possible (A lot of new players take that a step too far, and begin &#8220;I grab a low hanging tree branch and hit the were-bunny with it&#8221;. I let them know that that&#39;s what they are attempting, and that the die will tell us both how successful they are. If there&#39;s even a tree branch close enough. ;P&#8221;). By the end of the session they tend to have a decent &#8220;Grasp&#8221; of how things work, and they are happy that the character they built &#8220;Works&#8221;. ;P</p>
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		<title>By: Introducing a New Player: Introduction &#124; Apathy Games</title>
		<link>http://www.apathygames.com/2009/12/22/introducing-a-new-player-provide-a-simple-tailored-objective-2/comment-page-1/#comment-200</link>
		<dc:creator>Introducing a New Player: Introduction &#124; Apathy Games</dc:creator>
		<pubDate>Sat, 02 Jan 2010 08:39:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=423#comment-200</guid>
		<description>[...] Provide a simple tailored objective. Give the newcomer a sense of success by giving him a task that he is best at achieving. [...]</description>
		<content:encoded><![CDATA[<p>[...] Provide a simple tailored objective. Give the newcomer a sense of success by giving him a task that he is best at achieving. [...]</p>
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.apathygames.com/2009/12/22/introducing-a-new-player-provide-a-simple-tailored-objective-2/comment-page-1/#comment-174</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Tue, 29 Dec 2009 00:28:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=423#comment-174</guid>
		<description>@Hillary - Paul has a way of being intimidating just on his own.  And if you manage to cash in on that gold piece thing I want a cut.</description>
		<content:encoded><![CDATA[<p>@Hillary &#8211; Paul has a way of being intimidating just on his own.  And if you manage to cash in on that gold piece thing I want a cut.</p>
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.apathygames.com/2009/12/22/introducing-a-new-player-provide-a-simple-tailored-objective-2/comment-page-1/#comment-1141</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Tue, 29 Dec 2009 00:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=423#comment-1141</guid>
		<description>@Hillary - Paul has a way of being intimidating just on his own.  And if you manage to cash in on that gold piece thing I want a cut.</description>
		<content:encoded><![CDATA[<p>@Hillary &#8211; Paul has a way of being intimidating just on his own.  And if you manage to cash in on that gold piece thing I want a cut.</p>
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		<title>By: Hillary Crenshaw</title>
		<link>http://www.apathygames.com/2009/12/22/introducing-a-new-player-provide-a-simple-tailored-objective-2/comment-page-1/#comment-171</link>
		<dc:creator>Hillary Crenshaw</dc:creator>
		<pubDate>Mon, 28 Dec 2009 02:49:44 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=423#comment-171</guid>
		<description>It&#039;s especially intimidating when Paul starts counting the seconds left in a round and I know I only have until the count of six to act. I think it helps when the GM emphasizes that the NPCs are waiting for the PCs to respond. If I had a gold piece for every time my party has been described as standing around looking ominous due to PC indecisiveness, I wouldn&#039;t have any more student loans.</description>
		<content:encoded><![CDATA[<p>It&#8217;s especially intimidating when Paul starts counting the seconds left in a round and I know I only have until the count of six to act. I think it helps when the GM emphasizes that the NPCs are waiting for the PCs to respond. If I had a gold piece for every time my party has been described as standing around looking ominous due to PC indecisiveness, I wouldn&#8217;t have any more student loans.</p>
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		<title>By: Hillary Crenshaw</title>
		<link>http://www.apathygames.com/2009/12/22/introducing-a-new-player-provide-a-simple-tailored-objective-2/comment-page-1/#comment-1140</link>
		<dc:creator>Hillary Crenshaw</dc:creator>
		<pubDate>Mon, 28 Dec 2009 02:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=423#comment-1140</guid>
		<description>It&#039;s especially intimidating when Paul starts counting the seconds left in a round and I know I only have until the count of six to act. I think it helps when the GM emphasizes that the NPCs are waiting for the PCs to respond. If I had a gold piece for every time my party has been described as standing around looking ominous due to PC indecisiveness, I wouldn&#039;t have any more student loans.</description>
		<content:encoded><![CDATA[<p>It&#8217;s especially intimidating when Paul starts counting the seconds left in a round and I know I only have until the count of six to act. I think it helps when the GM emphasizes that the NPCs are waiting for the PCs to respond. If I had a gold piece for every time my party has been described as standing around looking ominous due to PC indecisiveness, I wouldn&#8217;t have any more student loans.</p>
]]></content:encoded>
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		<title>By: Paul Meerscheidt</title>
		<link>http://www.apathygames.com/2009/12/22/introducing-a-new-player-provide-a-simple-tailored-objective-2/comment-page-1/#comment-165</link>
		<dc:creator>Paul Meerscheidt</dc:creator>
		<pubDate>Thu, 24 Dec 2009 01:34:07 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=423#comment-165</guid>
		<description>Give them some time sensitive objectives, hold them to a timeline, and let them fail.
Nothing like failure because you sat there doing nothing to get you moving the next time.</description>
		<content:encoded><![CDATA[<p>Give them some time sensitive objectives, hold them to a timeline, and let them fail.<br />
Nothing like failure because you sat there doing nothing to get you moving the next time.</p>
]]></content:encoded>
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		<title>By: Paul Meerscheidt</title>
		<link>http://www.apathygames.com/2009/12/22/introducing-a-new-player-provide-a-simple-tailored-objective-2/comment-page-1/#comment-1139</link>
		<dc:creator>Paul Meerscheidt</dc:creator>
		<pubDate>Thu, 24 Dec 2009 01:34:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=423#comment-1139</guid>
		<description>Give them some time sensitive objectives, hold them to a timeline, and let them fail.
Nothing like failure because you sat there doing nothing to get you moving the next time.</description>
		<content:encoded><![CDATA[<p>Give them some time sensitive objectives, hold them to a timeline, and let them fail.<br />
Nothing like failure because you sat there doing nothing to get you moving the next time.</p>
]]></content:encoded>
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		<title>By: Tyson J. Hayes</title>
		<link>http://www.apathygames.com/2009/12/22/introducing-a-new-player-provide-a-simple-tailored-objective-2/comment-page-1/#comment-160</link>
		<dc:creator>Tyson J. Hayes</dc:creator>
		<pubDate>Tue, 22 Dec 2009 18:55:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.apathygames.com/?p=423#comment-160</guid>
		<description>@Kyle Ferrin - Maybe their nice assassins? lol.  &quot;Maybe if we show them pictures of kittens they&#039;ll stop trying to kills us?&quot; &quot;Great idea!&quot; 

What kind of tricks do you use to get them to engage in the objective that you&#039;ve crafted for them?  I personally haven&#039;t played with many players of that mind set but I would definitely love some tricks if I do.</description>
		<content:encoded><![CDATA[<p>@Kyle Ferrin &#8211; Maybe their nice assassins? lol.  &#8220;Maybe if we show them pictures of kittens they&#8217;ll stop trying to kills us?&#8221; &#8220;Great idea!&#8221; </p>
<p>What kind of tricks do you use to get them to engage in the objective that you&#8217;ve crafted for them?  I personally haven&#8217;t played with many players of that mind set but I would definitely love some tricks if I do.</p>
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