Thursday, 28 October 2021

The Gygax Time Machine, Part 5: New Players and AD&D

A player has joined our 1st Edition game, playing a Half-Orc Fighter and a Human Barbarian (Dragon magazine version). He’d never played any RPGs before, including computer games. He’s played two sessions so far: one session in the Workshop of the Gnome Artificers, which was mostly a combat; and an investigative session in Hommlet, finding the saboteur who was slowing down the building of Burne’s castle.
 
He’s a smart guy, and so at that level it’s not surprising he grasped key concepts quickly. But I was struck at just how quickly and easily he picked things up. Of course, I was front-loading a lot of the work – he had well laid-out character sheets (using Anthony Huso’s macro-enabled custom sheets), he had a simple character, he had a fairly straightforward situation (combat in a fairly simple room vs fairly simple opponents, two Automata of different types).
 
But nonetheless, isn’t AD&D hard? Isn’t it inferior to Basic or 5e when it comes to introducing new players?
 
Well, look, probably. Certainly it’s literally more complicated than Basic, and so when you’re showing a new player their character sheet there’s more to get wrong in Advanced. (As a very easy example, Advanced uses different damage codes vs Small/Medium and Large opponents for each weapon. When you tell a new player “here is what damage your weapon does” in Advanced, you are teaching them twice the information in Basic, or, indeed, 5e.)
 
But it’s a fairly small percentage increase in complexity in practical terms. The basic concept you’re teaching – “you are an adventurer exploring a ruin looking for treasure, or investigating industrial sabotage” – is simple and intuitive. You tell the player they can try to do whatever they think their character could do or try in that situation. You emphasize that player exploration, investigation, and skill are the priority – so it’s an information game where the player has to ask questions about the environment. You perhaps tell them “often you use a d20 to check for success, aiming to roll high; sometimes you roll a d100 for the same purpose; sometimes you use other dice for other reasons”. What else do they need to know before setting off? Well, maybe the sort of character they’re playing. “He’s a tough warrior who can fire his light crossbow from a distance and use a halberd or longsword up close.” The new guy is ready to play.
 
And that basically was enough. Of course there was emergent teaching, too – what weapons are good against what armour, how do you position yourself well in combat (for AD&D I try to use minis and maps), and so forth. When the need for a Saving Throw actually comes up, you explain the general concept (but that’s an easy mechanic to learn). You have to teach the combat round, but again, how hard is that? “Each side rolls a d6 for Initiative. Whoever rolls higher goes first. I’ll assign speeds to what you’re doing. Generally you can move and either use a weapon or cast a spell or do some other complex action in a turn, but you might be able to fit more in if everything is very quick.” Given how much of AD&D – especially 1e – is presumed to go on behind the DM’s screen, the player doesn’t need to know much more.
 
So anyway, my new player got that just fine. The combat was not a bad opportunity to get some rules basics down, though in that session the player didn’t get to see much of the game’s scope. (It’s a short-session game, and they did a very little exploring before and after; that said, the combat, though long for 1e, was still about half the length of the equivalent 5e combat.)
 
The second session was much more varied, didn’t include the up-front rules learning, and really saw the game lifting off. The new player basically took responsibility for leading the investigation. Of course, not all new players are so forward, but given the complete lack of experience this guy has with RPGs, it was remarkable anyway. (Then again, I recently taught my friend’s 9-year-old daughter Basic, and she very quickly got into the swing of things.) Basically, to repeat, the game is conceptually intuitive. The new player understood that someone might be manipulating the work orders, causing material shortage (at this one of my veterans, an accountant, did grin/groan “this is just what I play D&D for, auditing worksites”). He reckoned the best bet was to follow the suspect around. He worked out who might be good at it, and they went and investigated.
 
They IDed the perp, and crept out of the woods to follow him around – but here a wrinkle entered. The perp realized he was being followed by strangers (failed Move Silently for the Thief leading the way), and so he hid in a work hut. Unbeknownst to the players, the perp barricaded himself in a little and prepared to attack anyone who broke in – he judged that he had been made, and wasn’t going quietly. The players, though, decided it was best to wait him out and watch the hut – intuitively understanding the possible dangers involved and avoiding them.
 
The perp snuck out at nightfall, with the PCs well hidden. The PCs had reported back to the rest of the party and set up a cordon around the village already. Long story short, the PCs watched the perp go back to his contacts (the Traders in town), and then head out to the north to leave the village, avoiding the intentionally visible group on the northern road. This actually just pushed him towards a group hidden in woods near the mill (in the centre-north of Hommlet), who sought to follow him further, but upon being spotted in the moonlight switched to nonlethal weapon attack and knocked the guy out. We used the Hommlet map with minis for this, gaining approximate distances and so forth from that. The party took their prisoner to Burne and got him to detain the perp, with an interrogation the next day revealing a little more of the evil plan. The new player came up with a way to turn the perp into a double agent.
 
D&D is always, if played thoughtfully, an open game – it’s also not a hard game to learn, generally. In fact, AD&D, for all its reputation, isn’t really much harder than other editions. Further, I wonder how far the open and creative play in the investigative session was enabled precisely by the way AD&D provides rules for some things but not others – by giving fairly tight and intelligent rules for combat, all the way down to Weapon Type vs AC, it manages the most complex and contentious variable, but by limiting investigation rules to specific Class or Race abilities, it encourages players to just do stuff. And my new player got that straight away.
 
There’s life in the old girl yet.

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