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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)