Hey everyone,
Six years ago, when I started a teen roleplaying program at my (then) local public library, one of the tools I put together for teaching kids the Savage Worlds system was a player "mat" (for lack of a better term). It was meant to be sort of like a table place mat, with spaces to help complete neophytes learn the different dice mechanics and simple prompts for using the game system. It got a lot of good reviews at the time and I still use mine to teach new players the ropes.
Anyway, the thought occurred to me over the weekend that something similar for Witch Hunter organized play might make a handy tool for GMs, especially with the 2nd edition fresh out and (hopefully) some fresh faces showing up at Revelations tables. I've started putting things together and would like some input from WHR judges as to what sort of stuff the newbies (and maybe the oldies) are really having trouble grasping with the new system. Here's sort of a breakdown of what I have so far:
• Dice Pool: Quick instructions on how to assemble and read your dice pool results
• Actions: Types (Move, Attack, etc.) and Speed (Trivial, Quick, etc.) of Actions.
• In a Fight: Prompts for using various Stances and different combat actions, very similar to the one from the SW mat.
• Gauges (again, for lack of a better term): use markers to track "fluctuating" abilities: Initiative, Avoidance, Strain, and Health Levels (with penalties and roll requirements).
• Movin' Around: the three primary movement actions in play.
Like the SW mat, there aren't a lot of hard numbers and formulas. Just prompts to get new players engaged in the mechanics without overwhelming them with hard data.
Anyone think this would be helpful? I should have a draft up today.
Tom