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New to roleplay in general

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FictionXVI FictionXVI's picture
New to roleplay in general
Hello I have been interested in role-playing games like Eclipse Phase for a long time now but theirs something that stands between me and playing. I just don't know where to start. I have people to play with but I just don't know how to go through the whole set up process and we don't have any veteran players to play with. So I guess my question is how do I everything?
Leodiensian Leodiensian's picture
Well, if you have people then
Well, if you have people then that's the biggest thing done! Find a place, a period of a few hours you're all free, some pencils and paper and get cracking! In more detail... If you're entirely new to the hobby then EP might not be the best 'intro game' necessarily (I hope that doesn't get me a ban for saying!) It took me a few years of being a tabletop gamer and the recent simplifications of Transhuman to really feel I could "get into" EP. Obviously this is quite an individual thing. If you're okay with processing quite large amounts of data, then you'll probably be okay. It's just that EP's setting is full of multiple Big Ideas and then you also have quite a lot of rules to keep track off too - and then there's rep! I found it easier to get into the hobby with faster or rules-light games before gradually wading in deeper as my tolerance for crunch got better. More pragmatically, I would recommend scouting out your local area for already-existing game groups and trying to engage with them to see how they do things, learn by doing and all that. It'll be more valuable to you as a learning experience than Words From Some Random Internet Asshole. If you live in a town with a college or university, there's probably a gaming society/club there. See how they do things. A lot of gaming stuff is really subjective and wibbly-wobbly, so you'll probably see stuff you like and stuff you don't - and those are both equally valuable to learn from, once you get into a critical mindset and start evaluating why you like/don't like them. Learning from examples is perhaps the best way. When I was looking to internalize EP to start playing and running it myself, the Know Evil campaign was hugely helpful. On the subway or walking to work, I could pop my headphones in and listen, learning the rules while also 'reading along' to the story, which meant I was having fun at the same time. I also picked up some tips and tricks on how to GM games which aren't unique to EP, of course. Sorry if any of that was a little unhelpful, I'm just taking a bit of a scattergun approach since the question is about 'everything'.
Smokeskin Smokeskin's picture
Get one of the published
Get one of the published adventures. There's one set on a remote space station, something like that is good to start with since there are far fewer things to keep track of and fewer options compared to a city or large hab. Then just sit down and play the game. You'll learn along the way. As a GM, making the NPCs come alive is key. Make a psych profile for your NPCs. Decide in advance how they will react to being flattered or threatened, etc. This will make them seem like real people with depth. Here's a short list I use for inspiration: Reaction to: Innocent approach Suspected/accused Found out Tempted Threatened Violence Treated well Criticized Opportunity to act Reacts with: Panic, defensive, lashing out, suspicious, withdrawal, shifting focus, violent, submissive, aggressive, cool, deadpan, constructive, manipulative, lying, denial, self-deceiving, weasel, bartering, three steps ahead The reaction pattern to stress is generally: Freeze, flight, fight, in that order. And only the very agitated stay in losing fights. I try to describe NPCs with these 4 points to make them clear and memorable: Physical Status Presence Defining trait I typically don't stat NPCs up much beyond that, just stuff like Good: Combat, Stealth. Bad: technical stuff. Then I assume everything else is average and assign numbers on the fly based on those notes. It is much faster both in preparation and in play (looking through NPC skill lists to see if he has 50 or 60 in a given skill is not just pointless it wastes time). Speed and improv is MUCH more fun than accuracy for the players. Let players shine. Beating them up and challenging them is fine when it is on the path to letting them shine, and shine like they want to shine. Enable them. That's your goal as a GM. You're an entertainer. Don't ruin their day, their toys, or make stories so complex they can't figure them out (the measure of a good puzzle is how they can figure it out, not how difficult it is). Try to make your players' suggestions work instead of expecting them to discover the solution you thought up. Never be afraid to retcon. Often you just have to roll with your or the players' mistakes, but if something is getting out of hand, just say so and change it.
bibliophile20 bibliophile20's picture
Nice setup on NPC reactions,
Nice setup on NPC reactions, Smokeskin. Mind if I make off with it?

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FictionXVI FictionXVI's picture
Thanks guys your answers are
Thanks guys your answers are great! I'm going to check out if my college does have a game club and if they do me and my mates will have to give it a look. Also big thanks to Smokeskin for the great GM tips!!!