D&D Alternatives | Do THIS to get your D&D group to PLAY ANYTHING
Summary
TLDRThe video discusses why some D&D players hesitate to try new TTRPG systems and offers tips for GMs to introduce variety without overwhelming players. Key points include respecting players' attachment to current campaigns, easing transitions with one-shots, and teaching new systems gradually. The video suggests starting with simple, rules-light games and highlights the importance of pitching stories over systems. It also emphasizes catering to players' tastes and sharing enthusiasm for new games. GMs are encouraged to lead by example, provide support, and consider forming secondary groups for more variety.
Takeaways
- 😄 Timing is crucial when suggesting new TTRPGs to players—try pitching after a current campaign is ending to avoid resistance.
- 📝 Using a Google form with descriptions of new TTRPGs can help players express interest and make the transition easier.
- 📖 Lead with interesting story ideas instead of focusing on the game system itself, as players are often more interested in the narrative.
- 🤓 Player hesitation can come from the belief that learning a new system is as difficult as learning D&D—ease this by simplifying learning.
- 📚 GMs should learn new systems first and teach players through play, using pre-generated characters and cheat sheets to avoid overwhelming players.
- 🎲 Running one-shots during cancelled sessions or setting aside a secondary play night can introduce new systems without disrupting the main campaign.
- 💬 Players may be hesitant to change because they love D&D's specific heroic fantasy niche, so offer similar genres like Dragonbane or Changeling to ease the transition.
- 👽 Pitch games in a different genre (e.g., sci-fi horror) if players are resistant to similar systems—they may be more interested in exploring new experiences.
- 🌱 Start with simple one-page RPGs to break the perception that all TTRPGs are hard to learn, then gradually progress to more complex rules-light systems.
- 💡 Incorporate fun mechanics from other systems into D&D sessions to spark curiosity among players and plant the seeds for future interest.
Q & A
Why might D&D players hesitate to try other TTRPG systems?
-D&D players may hesitate to try other TTRPG systems because they are deeply invested in their current campaign, fear the GM might abandon the game they love, or find learning a new system as challenging as learning D&D in the first place.
What role does timing play when pitching a new TTRPG system?
-Timing is crucial because if players feel their current campaign might be abandoned, they may be resistant. It’s better to pitch a new system at a time when the campaign is nearing its end or during session postponements due to cancellations.
How can a GM introduce new TTRPG systems without derailing an ongoing campaign?
-A GM can introduce new TTRPG systems by running one-shots during cancellations or setting up secondary game nights. This reassures players that the main campaign will not be abandoned while exploring new systems.
What can GMs do to reduce the perceived difficulty of learning a new TTRPG system?
-GMs should learn the new system themselves and teach it through play, ideally starting with short adventures and one-shots. They can provide pre-generated characters, cheat sheets, and avoid overwhelming players with too many rules upfront.
How can teaching a new TTRPG system improve players' role-playing skills?
-Teaching a new system through play can enhance role-playing because players will need to state their actions and intentions more clearly without relying on meta-knowledge of rules, leading to a more immersive role-playing experience.
What strategies can GMs use if players are reluctant due to lack of digital tools like D&D Beyond?
-GMs can introduce systems with companion apps like Mothership or Lancer, or start with games that require less tracking to ease players into new systems without overwhelming them.
How can GMs cater to players who enjoy the specific niche D&D fills?
-GMs can pitch other TTRPGs that are similar in tone and style, like Dragonbane for heroic fantasy or Changeling: The Lost for fae-themed adventures, to align with the players' preferences while offering a different experience.
What approach can GMs take if their players prefer completely different types of stories?
-GMs can take a hard turn into a different genre, like sci-fi horror games such as Mothership or Alien, to offer a fresh experience that doesn’t compete directly with the players’ love of D&D’s heroic fantasy genre.
What are some good one-shot TTRPGs that GMs can introduce to players who are hesitant to try new systems?
-Some great one-shot TTRPGs include The Witch is Dead, Goblin Quest, 10 Candles, Alice is Missing, and Dread. These games are easy to pick up and help players get comfortable with trying new systems.
How can GMs drip-feed new mechanics into a D&D game to introduce players to other systems?
-GMs can subtly introduce mechanics from other systems into their D&D games, like testing a different combat style or character-building method. This piques players' interest in other systems without overwhelming them.
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