Making a New Character and Fitting In
Posted: Tue Oct 18, 2011 7:07 pm
There are probably many archived posts on this topic. But the problem of player retention has come up recently.
Key Points to Discuss:
*The problem of permadeath
*The problem with aloof and "lone wolf" characters
*The problem with "loose/needy" characters
*How Dms can include new characters and how EVERYONE needs to work just a little to be inclusive
*Wanting to be a bad ass NOW, when you should be working on being a bad ass later
*Events often are in play that YOU, the new character has no idea of
*New characters/players don't always know the rules
*The importance of a biography for your character
*The importance of communication
*The problem of permadeath
Permadeath is only a problem if you are used to video games and MMOs and it particularly stings due to the investment some make on their characters. Even the best players you meet out there lost a PC to some stupid orc with a crossbow. To loose a character and start over is a key component of D&D. But its also frustrating to start again. Everyone knows that and does care, BUT the message here and has always been "you need friends, friends and companions will keep you alive." If you don't seek out the classic D&D party your character has a very slim chance of success.
*The problem with aloof and "lone wolf" characters
Which brings me to a character who does not get along well with others. Possibly you are aloof type person in real life. Aloofness is basically the most passive way one can get attention. It is supposed to provoke curiosity in others to see who is that dark person lingering in the back of the Tavern studded with weapons? Usually it results in "lets avoid that dark person in the corner at the tavern studded with weapons." Unless of course someone wants to hire you.
But I digress you want to be picked up by friends or make new friends your character needs SOME sort of extroverted manner of reaching out to others that is'nt murdering people wantonly. But being an aloof lone wolf is a low survival character at low levels. Thus if you want to END up a moody scarred Ranger, you need to start out a happy idealistic goal oriented teenage ranger and work your way up to disturbed and leathery over your game play.
*The problem with "loose/needy" characters
I personally think there is a place for loose needy type characters. Using ones abilities of opportunism and degradation to get what one needs to survive is a way to build on a character. There are a few things that bleed over to problematic; constantly asking for things, feeling the only way to relate to other characters, npcs, and problem is to attempt to seduce them, and the IC/OC results of playing a loose grabby character.
I've read and know what it is to feel extremely conflicted by this game play. It has two major flaws. One being that playing a loose character often bleeds over into IC and OC teasing. And people find themselves surprisingly hurt and even enraged or in game events and out of game events. It also bleeds over to the expectation this character is a whore and can be propositioned as thus.
The other aspect is learning to transcend that phase in a characters life. At some point your character will become self-sufficient. Very few people in the sex trade plan to spend their whole life in the trade unless it happens to be their religion. Any type of ingame event can serve to be a life changing event that shapes the character into a new level of competence.
(BTW no PLAYER should feel sexually harassed and we have an elaborate system created by a lawyer well aware of gender issues to see the player gets their needs heard. Do not hesitate to report something that makes you want to quit Dm or Player. We need to know if a member is running off players. Please!)
*How Dms can include new characters and how EVERYONE needs to work just a little to be inclusive
1.Ports: Find away to port them to a new adventure the first time you see them
2.Say Hello: When you a new PC, say hi, ask them how they are doing?
3.Give them something nice: Ask them if they needed something the start merchant didn't sell? A religious shield? A special type of weapon? A pretty dress or tunic? A hat?
4. Ask about the character they plan to play and direct them to an age appropriate destination.
Players:
1.Stop being a moody battle-scarred grump and pretend you are interested who they are. Maybe it will distract you from loosing all your loved ones.
2. Hire a henchman: Find some reedy looking teenager to carry your armor around and mentors. Growl horrible advice at him and make him sleep under the bed at the Inn to toughen him/her up.
3. Ask how the road is ahead/behind you
4. Send tells to new characters where the big action is or where everyone is milling about having a beer.
5. Catch new players up on all the gossip. Being drunk helps.
6. Sell them something they might need.
7. This mail bag is heavy! Help me out?
*Wanting to be a bad ass NOW, when you should be working on being a bad ass later
If you want to be bad ass, you have to work TO become bad ass. A character at low levels is basically a person just starting out on the long road to fame and fortune. Start out with some goals, a driving motivation, and a background the build your character's life from in-game events. The belief a character is already King Conan at level 2 is what causes deaths via killer chickens and pigs.
Instead sell yourself as needing a teacher or a mentor or a trainer. THAT person is going to be the one that saves your ass, heals you up, and teaches you to fight. I can't think of a good fantasy story where there was not a teacher involved in the hero's journey. You can also become some evil guys minons until he croaks and you can take over his empire (and loot him.)
*Events often are in play that YOU, the new character has no idea of
New players, don't feel you are being ignored. Sometimes you will log into the middle of a HUGE event months in the making. You might be left out. It happened to me the second week I tried Alfa. People might be yammering on about some dead person and very depressed or jubilant over a victory.
Feign interest, ask them what they are talking about, and introduce yourself.
*New characters/players don't always know the rules
Not knowing the rules can marginalize new players. One, they will go and do foolish things and deal with early warnings. Early warnings are not because anyone hates you. It shows Dms care enough to give you as much leeway as possible for learning not to exploit in game mechanics and so forth. Wow and other MMO's have nearly identical rules.
Two, when they see someone breaking the rules they are disempowered to report it by other players. NOTHING is worse for morale than telling someone who is upset or wronged that "the system doesn't work and all the Dms do that," when there is a PA and they take (specifically harassment issues) VERY seriously.
(And I think the presence of the PA system should be written out in bigger letters on the acceptance letter to the affect of:
"Gameplay in Alfa is +18 and the ESRB states that gameplay can be unpredictable due to the multiplayer nature of the game. IF however you feel harassed by any member in or out of game please contact the player administrator as soon as possible. We want your roleplay experience in Alfa to be fun and challenging.)
*The importance of communication
Make sure you are using the big three; forums, IRC, and in-game tells to speak with your dms.
Ideas are for IRC or forum PMS
Small requests for ingame help are for IRC and tells
IRC is not for begging the DM ten times a week where your new custom armor/weapon/toy is.
IRC is also a good way to get notice your favorite player is logging in and you can go join them.
I think people in Alfa find the time they spend connecting with people from around the world as much fun as playing D&D ingame. Making those outside connections with Dms and Players will help new players much more and people do want to know who you are and where you are from.
Key Points to Discuss:
*The problem of permadeath
*The problem with aloof and "lone wolf" characters
*The problem with "loose/needy" characters
*How Dms can include new characters and how EVERYONE needs to work just a little to be inclusive
*Wanting to be a bad ass NOW, when you should be working on being a bad ass later
*Events often are in play that YOU, the new character has no idea of
*New characters/players don't always know the rules
*The importance of a biography for your character
*The importance of communication
*The problem of permadeath
Permadeath is only a problem if you are used to video games and MMOs and it particularly stings due to the investment some make on their characters. Even the best players you meet out there lost a PC to some stupid orc with a crossbow. To loose a character and start over is a key component of D&D. But its also frustrating to start again. Everyone knows that and does care, BUT the message here and has always been "you need friends, friends and companions will keep you alive." If you don't seek out the classic D&D party your character has a very slim chance of success.
*The problem with aloof and "lone wolf" characters
Which brings me to a character who does not get along well with others. Possibly you are aloof type person in real life. Aloofness is basically the most passive way one can get attention. It is supposed to provoke curiosity in others to see who is that dark person lingering in the back of the Tavern studded with weapons? Usually it results in "lets avoid that dark person in the corner at the tavern studded with weapons." Unless of course someone wants to hire you.
But I digress you want to be picked up by friends or make new friends your character needs SOME sort of extroverted manner of reaching out to others that is'nt murdering people wantonly. But being an aloof lone wolf is a low survival character at low levels. Thus if you want to END up a moody scarred Ranger, you need to start out a happy idealistic goal oriented teenage ranger and work your way up to disturbed and leathery over your game play.
*The problem with "loose/needy" characters
I personally think there is a place for loose needy type characters. Using ones abilities of opportunism and degradation to get what one needs to survive is a way to build on a character. There are a few things that bleed over to problematic; constantly asking for things, feeling the only way to relate to other characters, npcs, and problem is to attempt to seduce them, and the IC/OC results of playing a loose grabby character.
I've read and know what it is to feel extremely conflicted by this game play. It has two major flaws. One being that playing a loose character often bleeds over into IC and OC teasing. And people find themselves surprisingly hurt and even enraged or in game events and out of game events. It also bleeds over to the expectation this character is a whore and can be propositioned as thus.
The other aspect is learning to transcend that phase in a characters life. At some point your character will become self-sufficient. Very few people in the sex trade plan to spend their whole life in the trade unless it happens to be their religion. Any type of ingame event can serve to be a life changing event that shapes the character into a new level of competence.
(BTW no PLAYER should feel sexually harassed and we have an elaborate system created by a lawyer well aware of gender issues to see the player gets their needs heard. Do not hesitate to report something that makes you want to quit Dm or Player. We need to know if a member is running off players. Please!)
*How Dms can include new characters and how EVERYONE needs to work just a little to be inclusive
1.Ports: Find away to port them to a new adventure the first time you see them
2.Say Hello: When you a new PC, say hi, ask them how they are doing?
3.Give them something nice: Ask them if they needed something the start merchant didn't sell? A religious shield? A special type of weapon? A pretty dress or tunic? A hat?
4. Ask about the character they plan to play and direct them to an age appropriate destination.
Players:
1.Stop being a moody battle-scarred grump and pretend you are interested who they are. Maybe it will distract you from loosing all your loved ones.
2. Hire a henchman: Find some reedy looking teenager to carry your armor around and mentors. Growl horrible advice at him and make him sleep under the bed at the Inn to toughen him/her up.
3. Ask how the road is ahead/behind you
4. Send tells to new characters where the big action is or where everyone is milling about having a beer.
5. Catch new players up on all the gossip. Being drunk helps.
6. Sell them something they might need.
7. This mail bag is heavy! Help me out?
*Wanting to be a bad ass NOW, when you should be working on being a bad ass later
If you want to be bad ass, you have to work TO become bad ass. A character at low levels is basically a person just starting out on the long road to fame and fortune. Start out with some goals, a driving motivation, and a background the build your character's life from in-game events. The belief a character is already King Conan at level 2 is what causes deaths via killer chickens and pigs.
Instead sell yourself as needing a teacher or a mentor or a trainer. THAT person is going to be the one that saves your ass, heals you up, and teaches you to fight. I can't think of a good fantasy story where there was not a teacher involved in the hero's journey. You can also become some evil guys minons until he croaks and you can take over his empire (and loot him.)
*Events often are in play that YOU, the new character has no idea of
New players, don't feel you are being ignored. Sometimes you will log into the middle of a HUGE event months in the making. You might be left out. It happened to me the second week I tried Alfa. People might be yammering on about some dead person and very depressed or jubilant over a victory.
Feign interest, ask them what they are talking about, and introduce yourself.
*New characters/players don't always know the rules
Not knowing the rules can marginalize new players. One, they will go and do foolish things and deal with early warnings. Early warnings are not because anyone hates you. It shows Dms care enough to give you as much leeway as possible for learning not to exploit in game mechanics and so forth. Wow and other MMO's have nearly identical rules.
Two, when they see someone breaking the rules they are disempowered to report it by other players. NOTHING is worse for morale than telling someone who is upset or wronged that "the system doesn't work and all the Dms do that," when there is a PA and they take (specifically harassment issues) VERY seriously.
(And I think the presence of the PA system should be written out in bigger letters on the acceptance letter to the affect of:
"Gameplay in Alfa is +18 and the ESRB states that gameplay can be unpredictable due to the multiplayer nature of the game. IF however you feel harassed by any member in or out of game please contact the player administrator as soon as possible. We want your roleplay experience in Alfa to be fun and challenging.)
*The importance of communication
Make sure you are using the big three; forums, IRC, and in-game tells to speak with your dms.
Ideas are for IRC or forum PMS
Small requests for ingame help are for IRC and tells
IRC is not for begging the DM ten times a week where your new custom armor/weapon/toy is.
IRC is also a good way to get notice your favorite player is logging in and you can go join them.
I think people in Alfa find the time they spend connecting with people from around the world as much fun as playing D&D ingame. Making those outside connections with Dms and Players will help new players much more and people do want to know who you are and where you are from.