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What game line to start complete rpg noobs on?

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I'm just echoing a sentiment already said by others here.

Ask them what they're interested in or give them options from what you're interested in and let them pick one.

Any of the game lines can be as deep or as shallow, as narrow or as broad, as character driven or as stat driven as the storyteller and the players choose to make it.

The arguments about which game lines have themes that are easier to roll into one another are valid, but that will only happen if the players are interested enough to sustain the game and get into their characters. I think the primary concern should be getting them to sit at a table and feel good about what they're doing- no matter how it starts or how critical some of the more experienced players and storytellers may feel about WHY a new player is interested. If they think some powers are cool or want to play a character like one from a movie, book or television show... Hell, whatever gets the butts in the seats and paying attention.

So just ask 'em. Ask them directly... "Do you want to be a monster, do you want to be hunted by monsters, do you yourself want to hunt them back? Do you want violence, do you want intrigue, do you want something small and personal or do you want grand and epic struggles against an obvious opponent? Are there any of these things you just kinda feel might be fun for any reason? Alright, let's do that then."

Once they know the basic rules well enough, you can turn any game line into any sort of story that you want.
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Indeed.. introducing new players has a lot less to do with what you like.. and a whole hell of a lot more to do with what they like.

If the World of Darkness sounds intereting to them.. start with a Mortals game and dovetail it into Hunter.. if their fans of the Show Supernatural, run it just like the show.

Forsaken is my favortie game, but if they aren't interested in Werewolves.. it won't be the game for them..

Vampire is probably the "best" game for newbies.. it's the most versatile and newbie friendly.. Vampires have powers, but they're not overly complicated or hard to understand or gain..

Mage is more noob friendly now then it used to be.. but it's still a fairly complex game..

Changeling and Promethean might be a bit to alien to new players.. but if it sounds interesting to them.. give it a whirl..

Personally.. I like Scion as a "first game".. it's interesting.. there's a bit of complexity.. but it's not that bad.. and you can do pretty much anything..

And you don't NEED mini's or maps to play Star Wars.. the only time they really help is in combat.. but even then you can get by with just some quick sketches if need be..
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Jivewookiee:
Werewolf: Could be the "ONE". I can slowly introduce them to the setting and rules while having them patrol the local area for spirits gone bad. Eventually introducing bigger threats that may well have them forging alliances between local packs. But im not a huge fan of WtF


Thats the one I introduced my players to. They were WOD noobs, since Forsaken we've moved to Awakening and now we are on Lost.

Keep it simple stupid is a good way to start things.
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I'm going to recommend Mortal or Hunter.  I know you mentioned Hunter not being your favourite, but think about possibly taking the rules and abandoning the Vigil entirely, make the game your own. 

You've mentioned these guys are new to tabletop.  They're probably going to have their hands full with the rules and their character sheets as it is.  If you lump in trying to play a supernatural creature, you risk running into a lot of confusion.  Which of my powers cost blood points?  How does a werewolf ritual work again?  Why do I have to roll to change shape?  Do I roll my Gnosis or my Mana to cast a spell?  The best part about a mortal as an introduction is that you know what they eat, where they sleep, how they should act.  It'll free them up to focus on playing the game instead of remembering how much blood they need to drink every night, or wrapping their head around how they can hunt and not get caught.

That said, if you're players are 'dive into the deep end' types, maybe this advice would be the opposite of what you should do.  All things being equal, I'd suggest mortal.  Hunter would just let you expand on it, and maybe give your mortals some special abilities if you think the game needs a dash of kewl powerz. 
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Mortal scope, magic powers? Why not have a shot at Second Sight or Reliquaries?
"Let us consider that those who are dead are, by definition, not living." - Royal Heart
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I've introduce total RPG newbs to Vampire with good success - after all, it's a mythology that most have already got a fair grip on thanks to movies.  I reckon Mage would be too difficult, and Prommie's are (IMHO) better for very small groups.

If you go outside WW lines, then BRP CoC is dead easy rules-wise.
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go for Mortal characters.

my first chronicle in nWoD started with everyone being mortals but slowly degraded (not quality but the setting itself degraded) into a complete and utter kill or be killed scenario so that we could test which of the systems we wished to play with next.  we actually continued past the first chronicle and we are all now playing mortal characters again. 

But, if you want to go for a complete mind fuck: PtC should be your first look, as if you didnt already know
Death be not proud
Though Some may call thee mighty and dreadful
For thou art not so...
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Crabbadon:
Mortal scope, magic powers? Why not have a shot at Second Sight or Reliquaries?


I was just thinking that! I'd say go that route, if you want magic, but don't want them to be too powerful.

If you're thinking Ascension tho, I'd sau just stick with the OWoD rules, as I don't think conversion would work too well, since Magic in Ascension and magic in Awakening are pretty different, or at least it seems that way to me.
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MisterShifter:
Indeed.. introducing new players has a lot less to do with what you like.. and a whole hell of a lot more to do with what they like.
I've... really got to disagree with this quite strongly.  I mean, you obviously don't want to do a game that they have NO interest in, but I think you'd be much better off with something you really LOVE that they're lukewarm about than vice-versa.  Having a GM that's excited and really into running a game tends to make for a very exciting and fun game all around, and if the GM is feeling "blah" about the game, it's probably not going to be much fun for the players.

That said, if all else fails, I'd start with mortals.  They're simple, and you can introduce the PCs to the monsters and horrors of the World of Darkness at the same place the the players are learning about them.  You can do zombie-hunting action-adventure games, or you can do grim and terrible horror.  Plus, if the group decides they'd rather be playing Vampire or Werewolf or something, you can always arrange for their mortal characters to become supernaturals.  Unless they decide they want to be Prometheans.  Then, obviously, you're kinda stuck and would have to do a total reboot.
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fnord3125:
MisterShifter:
Indeed.. introducing new players has a lot less to do with what you like.. and a whole hell of a lot more to do with what they like.
I've... really got to disagree with this quite strongly.  I mean, you obviously don't want to do a game that they have NO interest in, but I think you'd be much better off with something you really LOVE that they're lukewarm about than vice-versa.  Having a GM that's excited and really into running a game tends to make for a very exciting and fun game all around, and if the GM is feeling "blah" about the game, it's probably not going to be much fun for the players.

That said, if all else fails, I'd start with mortals.  They're simple, and you can introduce the PCs to the monsters and horrors of the World of Darkness at the same place the the players are learning about them.  You can do zombie-hunting action-adventure games, or you can do grim and terrible horror.  Plus, if the group decides they'd rather be playing Vampire or Werewolf or something, you can always arrange for their mortal characters to become supernaturals.  Unless they decide they want to be Prometheans.  Then, obviously, you're kinda stuck and would have to do a total reboot.


you could have them all ripped apart to become prometheans
Death be not proud
Though Some may call thee mighty and dreadful
For thou art not so...
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Mortals all the way.
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I might suggest werewolf.  Let them play themselves, let them choose their skills and stats, and then they get bitten, and start discovering the lore of the game.  I think that could be a cool way to introduce them to role-playing.  You can worry about merits and other things later, as the game progresses.
Yakko: All is strange and vague.
Dot: Are we dead?
Yakko: ...or is this Ohio?


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I'd run a group of new players as core book only mortals. The system is simple before you add all the widgets to complicate things, and it's generally pretty obvious what you're supposed to do. This takes care of what they can do and how to go about it.

Then, after a few sessions, talk to the group about whether they'd like to go with supernatural things or whether they're fine with mortals. If they want supernatural things, then review your potential options. Until then, just play as mortals and have a good time.
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Asylum probably. My ST had us awaken in Asylum and that turned out to be a major succes!
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Mortals. Start them during WWII as a combat platoon. DC's Haunted Tank had some really cool stories. At the war's end ghoul them for awhile then either embrace them or have them captured and brought to Arcadia. They can escape to present time as Changelings. Lots of story potential. :-)
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