Author Topic: When You Know You Need To Keep A New Player  (Read 1487 times)

Offline Chrono

  • Conversationalist
  • **
  • Posts: 169
    • View Profile
When You Know You Need To Keep A New Player
« on: July 28, 2012, 08:27:33 PM »
So I am hosting a one-shot last weekend at a local game store for Dresden Files RPG. I get a couple of people I played with before, a couple of fans of the TV show, and one guy that just wants to try a new game. I pass out character sheets from the Neutral Grounds adventure, and new guy gets the White Court Emo Virgin because he says that he likes to play characters with inner struggle.

That should have been my first clue that I needed to recruit this guy for a campaign.

During the adventure, the group encounters a magical market where anything can be purchased for a price. The plan was to get the party familiar with dealing in fae stuff. Most of the party avoided the market because the players had past experience, but the new guy said that his character would be interested even though it was obvious that the other players acted like it was a bad idea.

That really should have tipped me off that I needed to recruit this guy for a campaign.

He is haggling with the shopkeeper for something that will help him deal with his inner demon, so the shopkeeper offers that he has a holy item in the back. The player asks me if he can spend a fate point to choose what sort of object it is. I accept. The FATE system is all about creativity after all. Who cares if the guy is going to try and give himself an extra edge out of the deal? So he says that he wants the item to be a blessed cane sword, something that looked like a rich kid would have (cane) that hid its holy nature (blessed) but that he could also use as a weapon (sword).

He had never heard of the Dresden Files as far as I know, but he wanted a holy cane sword that would keep his demon in check. Every other player was very quiet and very intently watching this new guy. When I asked him if it was ok for the item to be a japanese cane sword, he said yes. He rolled a conviction score to see if the sword would accept him: all for dice +.

After the game, he asked when he could play again. He said that he would be willing to buy books and dice (which he did) for next time.

So yeah, I recruited him into our campaign.

Offline JDK002

  • Conversationalist
  • **
  • Posts: 355
    • View Profile
Re: When You Know You Need To Keep A New Player
« Reply #1 on: July 28, 2012, 08:42:54 PM »
Haha brilliant.  If he keeps with the character, he has no idea the world of problems that will come with that sword.  That's why I want to get a player for my campaign that has never read the books.  You can set them up for all sorts of things that a fan of the books would see coming a mile away.