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
Crabbadon:Mortal scope, magic powers? Why not have a shot at Second Sight or Reliquaries?
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.
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.