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What I learned switching from DnD 5e to other RPGs: Give you player cheat sheets
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I asked my new players after my campaign and asked them what they liked about it. The main thing they came back with was: I helped them learn their characters through quick reference/cheat sheets.

The players made their own characters and the quick reference sheets had: * Summary of what each of their character’s abilities do (1-2 sentences) * all ability rules copied from rulebook. (Further down for reference when needed) * Organized between: Combat, Investigation, Social, and Miscellaneous Abilities. (So they didn’t have to sort through combat stuff when looking for social abilities and such) * Health tracker * Important stats like Defense, Initiative, etc…

For quick reflexes system sheets: * How to make a skill roll. * Attack rolls and damage tracking. I’m

The players who don’t know the system picked it up quickly and new players were easily onboarded.

I hope this advice helps.

Link to video where I talk about this in detail:

https://youtu.be/-IFdt-EUlhk?si=AalaTaX5fcnYJE56

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After playing FitD/PbtA/NSR for a while, it's incredibly jarring to go back to games without easily printable player materials. If you have a choice of starting special abilities or equipment or spells, there's like thirty different pages you have to read through to compare your options, sometimes spread over multiple books, and it's just chaos if you're trying to do character creation together at the table and share one set of physical books. Fortunately, for many games, fans have made online cheat sheets or their equivalent - the second time I ran Genesys in-person, I used genesysref.netlify.app to print out custom cheat sheets per player of suggested Talents, and was actually able to chat with the creator about what print functionality would be useful to have. Similarly someone has collated all the Star Trek Adventures talents on a nice website: sta.bcholmes.org/talents . Ideally of course, the designers should have put this stuff together in the first place though, rather than expecting their fans to communicate the rules for them.

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I also just generally have the philosophy that, as much of the game as possible should take place at the table. "Prep" outside of the session should mostly be brainstorming plots and plans and setting details rather than "work" at memorising or examining through rules and lists. For a well designed game, the GM's guidance and the handout sheets should be enough for a player to grasp all of the important rules by the end of the first session. Going back to trad games, or even middle-of-the-road games like Genesys, it was surprising how this is not the default, and I was reminded why so many games and tables assume that character creation takes place before the players actually get together.

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"New School Renaissance", basically anything that's sort of Old School Renaissance but either modernised or just not quite so D&D-ish. OSR games can sometimes (but not always) tend towards D&D crunch, with lots of combat rules (e.g. Basic Fantasy), or big lists of weapon stats and complex bestiaries, whereas some NSR games (I'm mostly thinking of Cairn) can be a bit simpler, with short rulebooks that are printer friendly if you want to print sections as guides or for reference, and nice summary sections that you can hand out.

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