To be honest, these haven't changed much in the game's history. Right after opening ceremonies, I take the newbies aside, walk them through a couple pages of prewritten notes on rules (pretty much just the basics they need to get into play), then they're lead off to journey into town on their introductory adventure.
Does anything about this need to be changed? Could it be improved or is it a perfect methodology as is? All other considerations aside, this is the only time we can be absolutely sure of a newbie's intruction in game rules, so it's absolutely critical that it be a solid experience. I think it's pretty good, but I'm open to suggestions. (THS 4)
I do agree that we need a basic introduction for the newcomers and it's good to get them into play ASAP, but I think it needs some reinforcement on Saturday AM. I'd like to start having a morning Q&A for the newcomers and adding a short newcomer mod to to the morning options.
I think we'd discussed a second newbie mod previously, and I'm against the idea because it puts too much of a burden on plot. I'm okay with mandating that newbies be put through their own mod on Friday night, but an extra one on Saturday morning seems like we're asking too much. (THS 8)
As for a Q&A, I don't see a problem with that. We could tell the newbies that they should be up at a certain time and marshals or mentors will be available to answer their questions during breakfast. (THS 5)
yeah most players are good to go after their newbie mod. they have a general enough grasp over what to do and how to do it. knowing general effects are important, and being able to remember how one interacts or stacks with other effects is important, but is also just something that you pick up mostly over the course of your first one or two games.
The one potential downside to the mentoring program from an RP perspective is that you've got no idea who's coming back next game and who isnt.
Yeah, the only thing newbies have to learn, for the most part, after they're done with the newbie mod, is all the effects they haven't been hit with yet. That's pretty much best learned by playing and having someone explain it when they hit you with it. The system seems to work well enough as it is.
Apparates into forum
How about mixing some townspeople into the newbie mod as NPCs or limited PCs. We can serve as a game guide. Sir Duncan calls the wrong action and does no damage to monster. Then Tregard slides in and shows them correct way and slides back out.
Apparates out of forum
I don't believe so at least, the system as it is stands fairly solid. You tell them how to play, and then give them something to get their feet wet. Through the necessity of it being so basic there just isn't much in the way of additions that can be made ( that I can see at least.)
However site guides and a "how to roleplay" guide, as in explaining how to interact with the world around you and ongoing plot and npc effects through roleplaying and story actions may go further in helping people get over (what I consider) is the hardest learning curve in the game. Especially to those who come from little or no tabletop RPG experience.