We All have to Learn, Even the "Experts"



Instead of getting into a some "rant" about hard ass old school players being more interested in masochism to prove some edge lord 'point' vs. any actual fun :-), or newer players being so "fragile" that they can only handle the table top equivalent of a walking simulator before crumbling into a bitchy little mess, lets all except that regardless of age or generation, everyone is drawn to the wonderful world of TTRPGs for different reasons.
As both a new game designer, but also a very 'seasoned' :-) GM at this stage, I would just like to point out that regardless of who the player is, eventually games without any real stakes will bore even the most casual RPGers.
That doesn't mean you shouldn't take the 'learning curve' from a player new to a game system into account. Again, as a new designer but an experienced GM, I found myself making the mistake of "assumed knowledge" on game play with some of my players just because they where TTRPG vets. Because I have lived and breathed Hollow Realms for over a year now myself, personal hubris lead me to assume that with some minor instruction they would just 'get it' because they've played D&D and other games frequently in the past.
Our friends that develop video games have the right of it, even if it is not always designed well :-). A Tutorial period is needed. For players new to ttrpg's in general, this may well extend beyond any session "zero".
As a GM, if you are faced with a group of largely new players, or even experienced players that are new to the play system (like being new to Hollow Realms- Worlds of Adventure for example :-)), make sure your first couple of sessions are scaled not just to match their characters' power levels, but the players knowledge levels as well. For the first session or two, worry a bit less about providing a huge challenge and focus on scenarios that get the players familiar the different mechanics the game offers. Build their confidence so you can challenge them moving forward.
Use this "tutorial" period for yourself as well. Explore scenarios that draw on the different aspects of the game mechanics to increase your own understanding of the system you are presenting. Be sure to build some team work into this phase. Lastly, as GM you have Scenario control, so don't fudge dice rolls (ever in my opinion!!), but ensure unless the character is literally catching a fatal sword thrust to the guts or a laser bolt to the head that failure it not automatically lethal (Save 'Tucker's Kobolds' or any instant kills traps until at least the third or fourth session :-).
Taking the tutorial approach beyond 'Zero" and into the first session (make it two sessions if needed) builds both your players confidence and yours. Once that confidence in both their own and their team's play skills is established then you as a GM will have the confidence to "unleash the hounds!", knowing that your players are ready to not just take it, but dish it back out as well!
Files
Get Hollow Skies Basic Starter Set
Hollow Skies Basic Starter Set
Your perfect intro to Hollow Skies and TTRPGs in general!
| Status | Released |
| Category | Physical game |
| Author | Rob Fanjoy |
| Genre | Role Playing |
| Tags | Cyberpunk, Dark Humor, Meaningful Choices, Sci-fi, space-opera, Tabletop, Tabletop role-playing game |

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