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Re: [DL] Best Ways to Introduce new players.




On Monday, February 18, 2002, at 11:21  PM, Allan Seyberth wrote:

> That's pretty close to what I pull - but I have 'em replay the Night of 
> the Living Dead in the town of Nacogdoches, Tx.  I have a pile of 
> archetypes sitting in aWestern saloon, I give 'em a few minutes to 
> role-play amongst themselves and then I have a zombie walk in the front 
> door.

Sounds fun! A good excuse to let everyone play their preferred character 
types without arguments about how to fit them in.

> After the first zombie it 'spatched, someone inevitably peeks outside, 
> just in time to see a horde of shambling zombies heading in.  In the 
> middle of this mob would be two full Deadlands (ie FAST) zombies.  The 
> players really blink when those zombies pull up pistols and shoot 
> back.  :)

Always fun. I'm enjoying playing them as Evil Dead style undead as well. 
Chattering, animate skulls, physical humor, etc.

> And nobody has ever survived.
> That lack of survival seems to hook the players in more than anything 
> else I've done.  But the whole scenario gives players a chance to get a 
> feel for the mechanics.

I've always been a fan of low-level gaming both as a player and a GM. My 
favorite D&D games always centered around 2-5 level or so, because the 
players need to be at their smartest and the world is very unforgiving. 
A lot of players don't, I feel, realize how much fun this is, and it can 
turn bad if the GM is overly harsh. However, as I said for another post, 
killing'em all in a one-shot is fair game.

--
Brett

LORD, WHAT CAN THE HARVEST HOPE FOR, IF NOT FOR THE CARE OF THE REAPER 
MAN? (Reaper Man, Terry Pratchett)