Tuesday, December 15, 2015

The Two Steps

I was playing with my nephews this weekend and I realized there are two steps to becoming a decent HiBRiD player.


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:

  1. Learn how to make a task roll
  2. Learn how to use Ite’
  3. 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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