How to introduce a new player to pen & paper roleplaying [Solo PC]

Post/Author/DateTimePost
#1

GoombaFletch

Feb 11, 2012 2:56:06
Good morning all!

I'm a veteran of d20M's original release, though I've been away for many years now. Moving away led to a break down of players groups so gradually I just stopped playing. In fact, I was almost resigned to never playing again. Rather than chuck out my old books though, for nostalgia reasons my books have just been sitting on the bookshelf, waiting for that fated day when I will leaf through their dusty pages once again.

My partner has always mocked me for my roleplaying history, in jest of course, and has had a very silly and narrow view of roleplaying, dice-rolling and storytelling in general, despite my many attempts to explain it. Recently however, she started watching a new TV series, Grimm, about a detective who can see fairytale creatures secretly inhabiting the modern world as they really are, and is part of a bloodline going back to the Brothers Grimm who have protected society from the evil creatures... sound familiar? It certainly did to me! In fact, it sounds like some screenwriter has been spending too much time playing Urban Arcana! It persuaded me to flick through the books again, and as the cogs began to whirr and whizz, out on a limb I put a proposal to my ladyfriend; you like shows like Grimm and Lost, you like computer games and stories, and you like doing things together, so would you like to try pen & paper roleplaying? Imagine my surprise when she said yes! And I didn't even have to get out the thumbscrews!

Now I haven't played or GMed a game for many years now, so everything still feels a little hazy. I used to have a great time in this community back when I was more active so I've come to draw on your collective pool of knowledge once again, I'm looking for advice and pointers to both introducing a new player and running a solo player game. My proposal, thereofore is:


  • Develop the framework for a setting, that can be quickly expanded if she wants to go further than a one-shot. In this instance, it will be the fictional Caribbean island of Sant-Antoine, inside the Bermuda Triangle, a hidden paradise that has been shrouded from history by the powerful magic nexus it sits atop (think a little Lost). It was discovered in the 17th century by wizards and mages fleeing from the persecution of witch-hunts in France, and because of the fragile divide between the island and the arcane world has developed into a thriving Shadowkind community. The 'Bermuda Triangle' was actually a side effect of the powerful magics the magisters of the island weaved to keep themselves safe from discovery and stay hidden, but modern technology and communication has caught up with them and, being thrust into the modern world, they must adapt to protect their secret

  • Talk my partner, Martha through the basics of character creation. Because she has never played anything like this before I will emphasise the storytelling over the rule content; my job as GM is to manage the rules is it not? To give her an adventure hook, I will prepare a set of potential concepts that will all have a compelling reason to visit the island of Sant-Antoine, such as a journalist sent chasing a story about gangs harrassing tourists, a private investigator on the hunt for a missing person, or a well-travelled backpacker drawn by promises of a new and unique culture. Martha can either use one of the ideas I have prepared, or take it as inspiration for her own. We will probably sit down for an evening for this part to get her to really invest in her character and background.

  • Prepare a one-shot adventure. I will probably adapt the introductory adventure from the Urban Arcana rulebook for this, the one with the Kobolds fighting in the diner. I will give her a few locations her character can choose to visit to learn more about the strange culture and eldritch eccentricities of Sant-Antoine, before she witnesses a fight between two or more Shadowkind and gets caught up in the middle. Not all of the permanent human residents understand the true nature of their island, but after a couple of meetings with 'awakened' humans and Shadowkind during the adventure by the end of the session she will have seen through the veil and be ready to jump into a world rich in fairytale lore and magic... if she wants to!


If she enjoys it and wants more, I already have the framework for the rest of the island and adventure hooks to take it further. Sound like a plan? Are there any particular things I need to look out for with new players and solo PCs during planning and playing the session?

Thanks for any advice!


Regards,

Fletch 
#2

kronos182

Feb 11, 2012 14:11:08
Sounds like you got the basics covered. Explain some basics to the setting, rule explaination from character creation to quick basics of combat and skills/feats. Run through a one shot adventure with possible expansion for multiple adventures.

I haven't run a 1 person game in a very long time.. but those were usually tied into larger groups as one person would go off and do something else before regrouping.

Good luck and hopefully you'll be playing many more games with your lady friend, and meet more people to play with! 
#3

rustam1

Feb 15, 2012 12:05:23
I've got a ton o'stuff for d20 Modern but for a quick access to initial resource is here at WotC d20 Modern adventures here.

Running a single PC (ala. Dresden Files) can be problematic but you could run a side-kick PC to help out/mitagate some of the ruffer, tougher encounters (ie. Warehouse 13, X-files). Maybe add in a NPC staffed logistics support team (non-field operative types).