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When introducing new players into any RPG the GM must do as much as he can to get the players to understand the world in which they are immersing themslves into. He must discrbe each setting, each npc, every aspect of the world and how it's people/xeno's live and thrive. He must have a complete knowledge of the world in which he is placing his PC's, not to metion the rules.
In other words the GM emperor knows has a lot on his plate to bring new
players and groups into the game of Dark Heresy. Well I have a ratical
idea one that will change Role-playing games as we know them. It's
called "Buy the bloody rulebook and read it". How
many times have we as GM's sat down at the table to play a game and the
players have no clue on how to create a character let alone play the
game and as for the world itself riiiiight.
If the players do not bother with buying the rulebook and Like "Oh my
emperor" read the bloody thing then yes they will have no clue on any
aspect of the game setting or rules. Let's face it you cannot expect a
GM to know Everything about the game in the beginning even he needs
some time to play the game and get a feel for it, but if your players
do not help by reading the rulebook and figuring out the rules as well
then your in for a tough campaign.
I hope you can see my point. The players must help by learning the
game and not just the rules but also the setting in which the game is
played. The Dark Heresy rulebook was very well written even those who
have no clue on who Games workshop is or what the heck warhammer 40,000
is will get to know everything they need to know about the gamesetting
by simply reading the book.
Now before you go off yes players don't need to know everything to
play the game, the GM does to a point, but how in the world can you
bring the 41st milinium to life if no one playing it has clue.
Hell.. Personally I think its rather obvious that players should study the setting. After all how can one bring a character from Hive Sibellus alive if ya know squat(not the race ) about Hive Sibellus or even Hives in general. But then again i´m the type of player that usually knows more about a setting than the GM
Not ranting, it's a fair point. If they're not reading the rulebook they should at least check out some other source material/fluff. Get a feel for it all.
Of course you could go down the road of handing out tailored info packs at the beginning of a campaign. (I tried, they didn't read them either)
I guess it comes down to the level of intrest your plaers have in the game. Sometimes they might not be keen from the beginning and then it's your job to show them the wonders.
At the end of the day though the players need to take responsibility for their characters.
Agreed. It is important for the GM to know as much about a new game/setting as he or she can, but there is only so much that we screen-monkeys can do. There is a point where the players will have to take up the torch and research into the game or setting so that they can get a feel for what its all about.
It might help to even have the first few sessions require the PC's to find a certain person or reconoiter a specific world and then report back to the inquisitor. Y'know, easy non-confrontational stuff that requires the PC's to experience the world. But tey may find that boring too.
It's not that PC's would find the game boring or giving them something easy to do.
It's Very simple we as GM's can know everything down to the last detail of the world in which Dark Heresy is played But, if the players do not bother to buy the book or buy it and only read how to create a character so they can play the game it does no one any good.
The players must delve into the background of the world in which they will find themselves in in order for a session to run smoothy and be fun for everyone.
Without the players knowledge of the background hell why bother gaming in the 41st millinium why not just create a character and play "OME" hock:' /> Star trek.
Let's face it Dark Heresy has one of the best backgrounds ever created for running a RPG what good is all that if the players don't take the time to read about it.
My point is Gm's Need some help from their players in order to discribe to them the world in which they face. If the players leave everything up to the GM he will find himself overwhelmed and frustrated that his players know nothing of the world in which there in or the rules of the game for that matter.
There is plenty of rich material already made available. weather or not you played the tabletop games,PC and board games. The setting is so vast its almost overwhelming, every time I finish a B.L. novel.
I rate it and hand it to one of my players. I mainly read 40k and surprisingly my players that never readed for fun, are now reading and my collection of books are running thin.
The world is forged by the GM the more effort he puts adds another to the steel. After the piece has cooled.(soaked in by player)They acted inscribing the unseen design adding depth and and the more the put in (reading base material, write a character history)Keep a open mind remember the golden rule you set the stage and they bring it to life.
There is background material already made for the world of Dark Heresy man I am so glad you told me that I may never had known.
I believe that was my point twist.
Please reread past posts ide:' />
As Stated
"My point is Gm's Need some help from their players in order to discribe to them the world in which they face. If the players leave everything up to the GM he will find himself overwhelmed and frustrated that his players know nothing of the world in which there in or the rules of the game for that matter
Players must learn the background and rules of any gaming world in order to understand their place within the world.
You can hand your players all the books ever written about the world of Dark Heresy but what good does that do IF THEY DO NOT READ THEM
It sounds to me like your players read the books know the background and the rules for the most part otherwise they would not be creating backgrounds for thier PC's
My only comment is that some times you can't expect the players to shell out $50-$60 dollers for the core book, and when they get that expencive I don't. What I would suggest, and I have done this before with other games, is to walk each player through the chargen process individually and give them a world view primer for the charecter then. I know it takes time, but it works and is worth it in my opinion.
I dont expect my players to buy the books, but I do hand them some of the Warhammer Monthly 40K Comics, some of the BOOM! studios comics for 40K and try to pawn a novel or two off on them (Kal Jerico Necromunda novels or Scourge the Heretic, Nightbringer or anything Commissar Cain) as well as show them the miniatures I have and the you tube videos of 40K video Game cut scenes and promotional videos.
And when all else fails I break out stuff like Event Horizon, Chronicles of Riddick (yuck overall), Dark City, Judge Dred and so forth to express the general atmosphere and mood. Also pictures and music help get them interested in who they play and where the game is set.
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