Step 1: Learn what your
character can do
It goes without saying, a
player needs to learn the rules of the game. But there are only really three
rules to learn, and I have found myself able to explain them in 10 minutes:
- Learn how to make a task roll
- Learn how to use Ite’
- Learn how to determine damage
Once the players are
briefed, I have noticed new players are usually filled with a sense of wonder
and freedom. What happens next usually depends on the player’s gaming
experience.
Players used to 3E, 4E,
5E, Pathfinder, and other rule-heavy or crunchy rulesets sometimes find the
game uncomfortable to play, obviously discomforted by the lack of rules limiting
their characters’ actions. Some of these players walk away from the table
shaking their heads. Some just play half-heartedly until their characters die,
then walk away from the table completely missing the point of the game. Those
who stay, however, have a chance at making the jump from tyranny to freedom.
Often, it takes more than a few sessions of them asking, “Can I do X” or “Can I
do Y?” before they get used to the freedom. Players used to rules-light systems
or altogether new to roleplaying seem to get the hang quickly and seem to jump
right into the HiBRiD frame of mind. Regardless of whether they are experienced
or novice roleplayers, once they are in the fold, seem to enjoy themselves
there.
Step 2: Learn what your
character can not do
Once they have accepted
that their character can attempt anything they can imagine with no rules to
stop them, they have to learn that while their characters are not limited by
rules, they do need to appreciate the genre of the game and the abilities they
have chosen to define when they build their characters. Often, this will result
in one or more character deaths. It is in this way players learn the difference
between heroic and foolhardy. They learn the limits of Ite’ and the joy of their
character experiencing heroic achievement or dying while daring greatly. Those
with closed minds walk, while those open to the HiBRiD aesthetic make another
character and dive right back into the action.
And as I have reiterated elsewhere or demonstrated at the table, when
a player walks, I have no problems with it. At all. HiBRiD is the way I want to
play. While I enjoy sharing it with those willing to go along on the journey. I
don’t have to answer to shareholders. I don’t have to sell my ideas to others
with overpriced art. I don’t need to make them feel better or worry about their
feelings. I just need to play, to teach, and to have fun.
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