Whitehack classes & players new to RPGs
Whitehack classes & players new to RPGs
Whitehack relies on our shared cultural knowledge of the fantasy adventure genre, but the classes are tricky.
I've found that veteran players of RPGs (and specifically D&D) quickly grasp the way the Whitehack classes operate, that they are more like approaches (to use some Fate terminology) than traditional classes, i.e. "how do I do what I do?" rather than "What do I do?"
But I've found that they can be a stumbling block for new players.
When I introduce a new player to D&D, we start with character creation & it goes something like this:
Me: Okay, so you can be a wizard, fighter (like a warrior of some kind), a sneaky thief, or a cleric (that's a holy warrior with magic from the gods).
New Player: Great, I'll be a wizard! [or whatever]
Everybody who's been even slightly exposed to popular culture knows what a wizard, a fighter, & a thief are, and most easily grasp cleric with a little explanation.
Whitehack is harder:
Me: You can be strong, deft, or wise.
New Player: Huh?
There's an obvious solution:
Me: You can be a wizard, fighter, thief, cleric, etc. Whatever fantasy-type thing you want to be.
Player: I'll be a sneaky thief!
Me: Okay, so Whitehack calls that a deft. What's the special item, mentor, assistant, or pet that you're especially clever in using? You'll get really clever tricks with this thing.
Even easier if they have a really clear archetype (from fiction or whatever) in mind:
Player: I'll be a sneaky thief with a crossbow!
Me: Great! So in this game we'll call you'll be a deft with an attunement to your crossbow.
Has anybody else run into this issue? Or not?
Any thoughts on further solutions for running Whitehack with RPGs neophytes?
Thanks in advance!
Whitehack relies on our shared cultural knowledge of the fantasy adventure genre, but the classes are tricky.
I've found that veteran players of RPGs (and specifically D&D) quickly grasp the way the Whitehack classes operate, that they are more like approaches (to use some Fate terminology) than traditional classes, i.e. "how do I do what I do?" rather than "What do I do?"
But I've found that they can be a stumbling block for new players.
When I introduce a new player to D&D, we start with character creation & it goes something like this:
Me: Okay, so you can be a wizard, fighter (like a warrior of some kind), a sneaky thief, or a cleric (that's a holy warrior with magic from the gods).
New Player: Great, I'll be a wizard! [or whatever]
Everybody who's been even slightly exposed to popular culture knows what a wizard, a fighter, & a thief are, and most easily grasp cleric with a little explanation.
Whitehack is harder:
Me: You can be strong, deft, or wise.
New Player: Huh?
There's an obvious solution:
Me: You can be a wizard, fighter, thief, cleric, etc. Whatever fantasy-type thing you want to be.
Player: I'll be a sneaky thief!
Me: Okay, so Whitehack calls that a deft. What's the special item, mentor, assistant, or pet that you're especially clever in using? You'll get really clever tricks with this thing.
Even easier if they have a really clear archetype (from fiction or whatever) in mind:
Player: I'll be a sneaky thief with a crossbow!
Me: Great! So in this game we'll call you'll be a deft with an attunement to your crossbow.
Has anybody else run into this issue? Or not?
Any thoughts on further solutions for running Whitehack with RPGs neophytes?
Thanks in advance!
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