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Faulty
2009-03-22, 12:25 PM
OK, I have about 0 experience DMing, and none of the PCs have any experience playing D&D what-so-ever. We're playing with the Pathfinder beta, which is backwards compatible with 3.5, so I'm familiar with the basis of the rules, but there are a few things I'm unsure of that, hopefully, you more experienced folks might be able to help me out with. I left my module books and Dungeon magazines (and my dice and DM screen, grr) at home, so I'm stuck making my own adventure.

My biggest problem is teaching brand new players how to play. The closest any have to experience with D&D is that one of them as played Neverwinter Nights. As far as the players go, two are really, really eager to play and one wants to learn but isn't exceptionally enthused. The last guy is the biggest problem, he has really, really low self-esteem and keeps mentioning how he doesn't think he'll be able to learn, will be bad at it, etc but also insists that he wants to play. He seems more interested in the social experience of being around us, and I don't want to push him, but I don't want him to hinder the game. How would you guys go about teaching new players like this? I was thinking about just giving them the beta rules pdf and telling them to read it and then getting together with them to help them make characters. I figure I'd make a very simple campaign so they can get used to the system. We won't be playing for very long, anyway. A few weeks, until exams in mid April, and then everyone except me leaves. So, it'd basically be a short campaign to get people accustomed. I don't know if I should do much else, or do something different though.

Any suggestions or help would be greatly appreciated, thanks.

Tempest Fennac
2009-03-22, 12:33 PM
Make some simple characters (a Fighter, Rogue, Sorcerer and Cleric would be a good mix), find out what everyone wants to use and run through some short scenarios with them while explaining how to do things like make skill checks, saves, attack rolls, ect. This should give them an idea of the basics (save things like grappling and other more complex combat options until they can handle the basics). I started DMing last November, and I don't class myself as that good at it, but I'd be happy to give you some scenario ideas if you need them.

Faulty
2009-03-22, 12:39 PM
Make some simple characters (a Fighter, Rogue, Sorcerer and Cleric would be a good mix), find out what everyone wants to use and run through some short scenarios with them while explaining how to do things like make skill checks, saves, attack rolls, ect. This should give them an idea of the basics (save things like grappling and other more complex combat options until they can handle the basics). I started DMing last November, and I don't class myself as that good at it, but I'd be happy to give you some scenario ideas if you need them.

I'd greatly appreciate some scenario ideas, thanks. :) Also, making characters is a great idea. With Pathfinder, grapple is actually a lot simpler. Complex maneuvers all use the same formula to smooth things out. The beta is free on paizo's website, by the way.

Dienekes
2009-03-22, 12:50 PM
What helped me when I started was a wrote a central storyline (vague outline really) and then asked everyone to make up a character and I walked each of them through all of it. (I as well as GMing for new players).

I would then ask them to make up a backstory. And it had to be a semi-detailed backstory. I gave some ideas out as well, laying down some foundations of your world. Like what races are at war, what government system is in place, where you are starting, ect. And then let their minds go wild.

Once you have their backstories plan with a few of them, in how to make characters and villains tie into these stories. Ex. So you're a half-orc, who was raised with humans? Cool. How bout we add in some guy from your childhood who hated you because orcs killed his father. Say he even tried to kill you once. Or, so you're an illegitimate child, does your character know who his father is? Is he trying to find out?

These sort of things generally help to get players into their characters and attached to your world.

Flamboyance is good, if not too overdone. People have stronger feelings toward more dynamic personalities, in general. If you're going to have a recurring character give them quirks. something to remember them buy. Does the villain have a knack for casually insulting all the heroes? Is the king a complete stuttering bafoon? These dramatic characterizations tend to help. (don't make all characters go Brian Blessed though. There needs to be some balance with people who are rather normal)

And finally, know your players. Do they think the roleplaying aspect is a bit tedious and want to fight more? Do they want to be gods amongst mere mortals and destroy all who stand in their way? Do they want to slum it and work for victories? (My personal favorite) And once you find out what they like, give it to them.

Cedrass
2009-03-22, 01:00 PM
Also, a far as quest giving goes, I'm not saying you will do it, but just in case, never force anything on your players. It they let a plot hook go past them, then let them do so. What you can do after this is, keep the dungeon you prepared, but find an other backstory for it, and just drop it off as an other plot-hook. They will have a feeling of freedom that will make them enjoy the game, and you won't have to be crazy and do trillions of dungeons.

An other thing I suggest you do, that works really well with me is, put some random papers in your treasures. My players found a part of a map with a big "X" on it. They have nothing more than that, but two out of the 3 players decided they'd keep it and go see what the heck is up with that. And voila! A new plot-hook for me to use. However, don't expect them to use those things at all. In this same dungeon, there was about 10 items that could lead them in an other dungeon/adventure and only one was taken.

I also try and give a motivation to each NPC my players interact with. Even if it's something as trivial as a barmaid who's working to feed her 2 children. It gives me a little guide line on how she'll accept bribes or react to other things the PC might ask/do. It's something I think that helps make the world lively.

Hope it helps!

Tempest Fennac
2009-03-22, 01:10 PM
Here's some scenarios which should work for at least introducing them to the basics:

Strange combinations of wild animals have been attacking a small town. If the PCs look into it, they will find that Ashbound Sect members are responsible for this in an attempt to "purify" the area of civilisation (this is what I'm doing in a PBP game at the minute: http://mydndgame.com/campaign/203/board ^.

A Dwarf appears to have been killed by a nearby Gnoll tribe, but there's no conclusive evidence to link the Gnolls to the murder. Neither the Gnolls or Dwarves are good or evil, but conflicts in the past have lead to a lot of tension between the 2 groups (the idea would be to find the real murderer. When I attempted to do this, I had a trader who was trying to stir up trouble so he could sell potions and weapons for higher prices as the murderer. He used a distinctive Hat of Disguise to deal with both groups covertly.)

Some villagers have vanished and the mayor things they were taken to an abandoned mine (this started off as a 1-shot solo game with Goblins being responsible, so it was a hack and slash quest).

A natural sciences researcher vanished while investigating a specise which nobody remembers seeing before (I used my homebrew Fenneckin* race as the "antagonists" here; they basically moved nearer to civilisation due to food shortages in their original home area, and they captured the researcher after deciding he was spying on them in preparation for a millitary assault).

Have the PCs guarding a trade caravan, or a factory which has been sabotarged (in the latter scenario, Killorens were responsible due to the damage the factory was doing to the enviromnment, and they decised negotiating with the factory owner was a waste of time due to problems when they tried this with another factory owner; the world was only just becoming industrialized, so the effects of pollution were unknown. The owner was willing to let the Killorens help make the factory greener one the Killorens had been captured by the PCs.)



^ The Vulpines which pop up in this scenario are a homebrew race which I made a while back: www.giantitp.com/forums/showthread.php?t=95436
* Fenneckin stats: www.giantitp.com/forums/showthread.php?t=104140 .

Kol Korran
2009-03-22, 03:09 PM
i've been DMing for quite awhile, and a few times for newbies. so here is my advice:

1) first find out why they want to play, what attracted them to roleplaying in the first place. some wanted to kill monsters- prepare challanges!, some wanted the treasure, magical item and big swords- prepare interesting loot!, some wanted to play a certain kind of hero- prepare encounters and situations that play to their tastes.

in short- know what your players want.

2) characters: keeping in mind what players want, make premade characters, and adjust to the players tastes. give high scores, and only one low score (8-10). i suggest the following classes: barbarian (simplest one, and oodles of fun), rogue, cleric (perfect for your low esteem character- he can't mess up, and he'll feel needed by the party), and a sorcerer. if your players don't fit the 4 classic roles, then let them play something else. you can feel the missing roll later (i'll soon get to that)

3) equipment: keep to the basics only- 1-3 weapons (one of them ranged)- good armor, good shield, and let each one have a healing potion. the rest forget about at the moment, give them a padkage called "adventuring gear".

4) background and personality: this is very easy for some players, very hard for most new players. work with them (as have been mentioned by Dienekes) but don't force them. if they want just "i came from X, i chose to be a fighter because it looked like fun" then leave it at that. if the player is into character playing he will do so later on. however if the player tries to elaborate, use guided questions.
note: differentiate between background (players who develop this want the story to somehow link to it) and personality (players who develop this want situations that plays to their character, whether for it or against it)

5) how to start: start the group in a small town, that is being harrased by humanoid tribes or something (i'm going for the simple plots to begin with). various people are requirted to increase the city's garrison, as well as special forces to explore the nearby wilderness. but in order to do that, they need to be trained! your first two sessions are "boot camp": the characters go through ever increasing difficulty. this way you can teach them the basics of the game in a fairly safe environment. to make it interesting- have another group compete with them (or similar to them) some rules to learn:
- initiative, including delaying and readying.
- surprise.
- actions: move and standard.
- attack roles: melee and ranged.
- simple attack modifiers: flanking, higher ground and so on (look at the combat section)
- attacks of opportunity and reach (have them fight halberdiers, chain fighters, or maybe a chained beaten down ogre)
- difficult terrain, cover and concealment
- for casters: concentration checks.
and so on... (i think those are moooorre than enough) you could do some in the same "lesson", or devide to more

the lessons should be made in the training yard (a constant grid), with slight modification for each drill. have healers nearby. between most lesson the characters will heal, but between some they won't ("you need to learn to conserve your resources" says the commander)

final lesson: a full battle with the competing group. the group that have people left standing gains XP, and some reward (a magical item or so? a wand of cure light wounds with about 10 charges is an excellent reward)

6) first adventure: the party is assigned a scouting mission, they are to check some area and track down any enemies. if they lack any certain key role i suggest you add to them another "recruit". this recruit should never outshine the party.
i also advise adding a "squad support" recruit in the form of a bard (a serious "war bard" type, not the tralala kind) this guy (or gal) has several functions:
- he is your voice in gamge, he could give hints or suggestions as to a course of action when needed.
- he can supply information the characters don't know- bards have all the knowledge skills, right?
- he can give backup to any kind of play- stealth, fighting, magic, and more. but he is not good enough to outshine anyone. also he can heal spontenaously (oh, i forgot- make him level 2)

7) general adventure makeover: tracking down enemeies they find signs of an ambush. a few stragglers remain and the party fights them, maybe saves some "innocents", they tell of wher others have been taken to, party follows, maybe into some caves, maybe a dungeon and so on... this is realy simplistic, and the adventure is yours to write. a few things you should keep in mind:
- remember to plan to your player desires. i can't emphasize this enough.
- arrange things so the death happens if realy it can't be helped: the party can always retreat, there is ample warning or clues about especially dangerous encounters. the bard heals who is down, the party finds plenty of healing potions and so on. a brush with death is fine, actual death for beginers is a put down.
- play most enemies a bit dumber than you would usually, unless there smart is exactly what you want to emphasize. add one complication for each encounter, or up to two. not more at first.
- if you're not sure about the strength of a battle, go for lots of weaker creatures instead one stronger one. creatures can flee in terror or run for reinforcements (if the party is beaten up) or more could come (if the party is doing well and isn't challanged enough)
- try various type of creatures, but not too many as to lose consistency. think of a reason for everything to be where it is, and how it lives with others.

8) loot and XP: be fair about XP, be generous about loot. experienced players care more about the statistics of an item, while newbie players more about how it looks or what cool powers it has. try to give magic items that need to be used, not just improve stats (+1 sword is boring, a +0 flaming sword is a different matter)

9)acknowledgement: make them feel like heroes, have people cheer for them, perades and what not.

hope this helped, if you have anything more specific to aks please do.

Wafflecart
2009-03-22, 03:18 PM
Just thought I'd offer my two cents, firstly just keep it simple, dont go outside PHB1, and if you want to really keep it simple, outlaw the druid.
As for scenarios, there are a few lower level premade adventures on the Wizards of the Coast website, and you can always modify those to encorporate all classes. Another big thing is to stress that it's not so much about winning, as fun. Try to make everybody feel included, and work as a team, for instance, if the rogue isn't doing anything, make the next closed door locked and trapped, so he can feel included and useful. Just another thing, if everyone has a real hard time picking characters, the "What DND Class Are You?" quizzes actually helped me choose, so those are always worth a try.

Here are some sites:

Character Generator (Oversee this so they can ask for help if they need it):
http://www.pathguy.com/cg35.htm

Premades:
http://www.wizards.com/default.asp?x=dnd/oa/20030530b&page=1

Online SRD:
http://www.d20srd.org/

All I can think of, hope it helped.

Theodoriph
2009-03-22, 04:09 PM
Well, obviously try to keep it fairly simple.

Besides that, when I first started playing, what really confused me was trying to figure out what I should do in combat and what the pros and cons of various actions were.

So, if I had to teach a few new players today, I might create some kind of quick reference "Combat Sheet", which lists all the combat actions and mechanics, along with a brief description of each one and maybe what a player needs to roll or do.

You could theoretically come up with different "Power Sheets" for different classes. E.g. When I first played...I was a rogue...aside from flanking...I was never sure when I'd get my sneak attack...when my enemies would be denied their dex bonus to AC...so a partial or full list would have been nice. New spellcasters might need a reference sheet that contains info about what exactly a 30ft cone is...what a touch attack is...maybe even a list of "good" spells since simply picking spells to learn can be an agonizing experience if you have no real clue what's good or not.

In short, basic reference sheets geared toward each player might help them in learning the rules that concern their characters...and once they have those down...you just throw in the odd ones as they come up.

Other than that...the best way to learn the rules for me was by doing...so go play and be merry. =D

Faulty
2009-03-22, 10:27 PM
I'd quote specific stuff, but every poster has given me some great information, and I'd like to thank you all. :)

UserClone
2009-03-22, 10:59 PM
I'm going to say with that sort of timeline, screw D&D and play Donjon (http://open.crngames.com/src/donjon.html) instead! It's a ton of fun and lets the players help take the story in the directions they want to see it go for their characters. And the best part? You can be literally ANYTHING. Been dying to play as a Gargoyle? Go for it! Want to be a clever little girl with a pet demon? Do eet! Oh, how about a sentient toaster that launches flaming toast at his enemies? Toast away! Great stuff!

Also, as a bonus, characters can be created in about ten minutes, and you can learn the whole game in an hour or two (including creating those characters)!

Heliomance
2009-03-23, 06:49 AM
/hijack

I'm also considerig becoming a first time DM, though the people I'd be playing with are more experienced. The trouble is, I'm not great at thinking on my feet. Is this a fatal flaw or can it be got around without excessive railroading?

Tempest Fennac
2009-03-23, 07:12 AM
It can be awkward. I often make things like encounters up as I go along based on earlier battles (I want fights to seem life threatening), but I have a basic idea of what I want to do, but I have alternative plans for if things go wrong (eg: when the party rescued Davon Hatenborough, as I named the researcher, I intended the party to negotiate with the Fenneckin, with the group, which consissted of an LA 0 Centaur Scout and a Halfling Rogue/Fighter being captured if they failed to do so. The players had the sense to not fight 5 Fenneckins who accosted them, so they were able to explain why Davon was asking a lot of invasive questions before taking him back home).

I strongly recommend doing this for all of your games in case the party reacts in an unexpected fashion (I was DMing for someone else who often did ridiculous things while trying to play a Rogue as a specialist warrior). Alternatively, asking 1 person to play with you DMing while makingit up as you go along could be beneficial for you.

fryxharry
2009-03-23, 09:06 AM
As for teaching them the rules: I think it's not that much of an issue if they don't know the rules. Learning by doing works really well, telling them too much about the rules beforehand will weigh them down and/or scare them. It's simply not possible to understand the rules without ever having played the game, so they'll most likely end up not getting much of what you're trying to teach them anyway.
Also, don't use complex characters (mechanicals-wise). I'd keep spellcasters out of the game entirely. Just make sure to adjust your campaign accordingly (no encounters or obstacles where you need a spell, make cheap healing potions available).
I strongly disagree with the suggestion to give the low self esteem-player a cleric to play. Give him something simple but usefull like a barbarian or fighter. These are very valuable on low levels and easy to play.

Farlion
2009-03-23, 11:25 AM
I'm a little more strict with new players as it seems ;-D

Since in any game I play (even if it's monopoly), I expect the other player to know the rules. Sure, rules in D&D are a little more elaborate, but in principle its the same. So I give the PHB 1 to all the new people in my round to take home and I suggest them to read through it (this usually happens, once they decide to really want to play. Anyone is allowed to sit in one or two sessions).
First, it gives them an idea on what D&D is about, what the different classes are and they have a vague idea of the rules. Second, it shows me how much effort that player is willing to invest into D&D.

As for starting the whole thing, I'd just chose 4 of the premade level 1 characters and start playing. Classical way to learn the rules for fighting: Barfight! It's classical, easy to start and if you lose, you still get to stand up the next day ;-D

Simple campaign setting: Some children were kidnapped by some goblins. The villagers hire the adventurers to get them back.

Cheers,
Farlion

Hal
2009-03-23, 11:51 AM
I'll share with you what my first session with new players was like. I was a new DM, too, so you might find any number of elements of this helpful.

The players were given a simple quest: A local gang leader was broken out of jail and had escaped; go find him. They were given a lead to start it out: The jail is in X part of town, and there's a tavern nearby which is often filled with shady dealings and such.

The tavern was rather open-ended. If the players went in and just started asking for the gang leader, they would have been jumped by hoodlums in the bar (bar fight!). Once they won (and they will win), the bartender would give up the location. My players took a different path; the party bard decided to buy a bunch of drinks for some guys at the bar, and they just gave up the information.

As they left the town, I pointed out a small shrine to Fharlahgn (or however he's spelled). One of the players decided to drop a gold coin in the offering box; this saved them from a wolf attack on the way to the hide-out.

When they found the hide-out, it was a bunch of skill checks to sneak up to the place and start listening inside. The players ended up choosing the "kick in the door and bash some heads" method of negotiation. The thugs inside were all lvl 1 commoners wearing leather armor and wielding daggers; 6hp a piece, 12 AC, no attack bonus. The only danger the PCs really faced was a random crit or just boredom from missing too much.

The real challenge was the gang leader hiding in the basement and his barbarian body guard. I had a trip-wire set up at the bottom of the stairs and a bunch of stuff for cover for the gang leader (lvl 2 rogue) and the body guard (lvl 2 barbarian) to duck in and out of.

So that was it. In general, give them simple skill checks (sneak, spot, search, listen, diplomacy, bluff, heal, etc.), throw very basic combat at them, and throw a few things in there for them to interact with. If you need to drag them into the game, have the interactive moments come for them. ("Cleric! If you heal my men, we'll tell you where our leader is!")

And try not to kill them. I had a dead cleric on my hands after the barbarian went all ragey on her. Nothing takes the wind out of a first session like a dead PC.

Xuincherguixe
2009-03-23, 06:21 PM
And here's some contradicting advice to what was up there a bit.

Psionics can be simpler than Magic. You can use your imagination to figure out how to integrate it into the game (I tend to treat the two as the same thing).

Wizards although hard to play have the advantage of that they can switch their spell lists around if the player picked some bad spells. Just a simple matter of adding a few to their book.

I would say Barbarians over Fighters, because they're a bit more useful. A Paladin or Ranger might not be too bad either, since they have a bit of back up magic.

One possibility, give the guy who has low self esteem a Druid. Hard to play that one wrong. In theory, you could even have him replace "the meatshield", and take feats to help with fighting. Even though their main role will be to maul enemies, when things get nasty he could throw some extra healing around. While "healing" is generally a subpar choice, since this is your first game it's probably not too big a problem to have a Cleric, or Favored Soul.

So, with that in mind. Maybe go with Barbarian (or Ranger or Paladin), Druid, Favored Soul, Sorcerer.

Granted there's no skill monkey/trap dealer. But between the Sorcerer and Barbarian it could probably be handled. If necessary, adjust a few rules, or just don't make those situations come up. One option, might be to give your meatshield trap finding, and some extra skill points. If it's critical, the Rogue can replace the Meatshield, but I think it would be better to go with the suggestions


As to general plotness...

I like a nice open game, in which the PCs are left to solve problems in their own ways. I would craft a variety of conflicts, in which the players come up with answers. Think of some answers, but if they come up with better ones go with them. Maybe even give bonus experience. Creative solutions are to be encouraged.

It's a good idea to have some of game take place in civilization. Let the PCs investigate some thefts, help with an election, that kind of thing.

If you do it right, you can make modular dungeons. By which I mean there can be several plot hooks, of which the PCs can go after at any point if they choose, and you can adjust the strength of the monsters.

Tempest Fennac
2009-03-24, 02:35 AM
Ironically, I've found that (at low levels at least), in-combat healing is often essential to keep allies fighting. I'd say a normal Druid would be too complicated for this, so I'd recommend the Shapeshifter variant instead.

Xuincherguixe
2009-03-24, 03:47 AM
Ironically, I've found that (at low levels at least), in-combat healing is often essential to keep allies fighting. I'd say a normal Druid would be too complicated for this, so I'd recommend the Shapeshifter variant instead.

Well, that would be one advantage to going with a Paladin, Druid, Favored Soul (or Cleric, but Druid was chosen because it was so strong) route. I'm also not familiar with the Shapeshifter, so I wouldn't be able to say. And while I say that healing isn't important, the fact is that they can still do it?

If the idea is to give the guy a not complex class, a meele type would be best. Probably Barbarian.

Even if there is a lot to a Druid, I still can't help but think it could be a good way to go. It takes a bit of knowledge to really abuse it, but even without a lot of knowledge, it's hard to play it wrong. For awhile, you can tell them to just pack healing spells, and help beat up monsters. Even better for self esteem, he could learn a class with a lot of complexity to it. Figuring out complexity is always good for self esteem. Seems like the perfect class.

If it was just about a powerful class, I'd be more likely to suggest Wizard, or Archivist. But, if they're squishy, and are easier to play wrong. And if that happens, there's not much else they can do. Druid? They're good at everything.

At the start, you can send a lot of very comparatively low CR challenges, and let them start thinking strategically.

Tempest Fennac
2009-03-24, 03:59 AM
The main reason I suggested Fighter (Barbarian would be easier), Rogue, Sorcerer Cleric is due to how that arrangement would demonstrate the 4 main rolls in an adventuring group while showing both types of Vancian casting. Shapeshifter Druids are listed on page 39 of http://www.giantitp.com/forums/showthread.php?t=107686 (they lose the companion and Wildshape in exchange for a weaker form of Wildshape which can be used an infinite number of times/day from level 1.

Faulty
2009-03-24, 11:34 AM
The low self-esteem dude doesn't want to be a Barbarian, I suggested it. He wants to be an elf knight, so he's going to go for a Fighter. Of the two people seriously interested, the girl wants to be a Rogue specifically and the guy wants to be a Sorcerer... a LE Sorcerer with the Infernal Bloodline (Pathfinder has bloodlines for Sorcerers). So that leaves the last guy with Cleric, which he's OK with.

I'm actually fond of Psionics but I don't want to throw that in yet. I just want to get them familiar with common mechanics and classes, and how roleplaying and combat works, and such, so that when we're all back together in September, once the final cut of the Pathfinder RPG has come out, we can effectively play a full campaign, hopefully from 1st to 20th.

Tempest Fennac
2009-03-24, 11:50 AM
I agree that getting the basics out of the way is a good idea (I remember Emperor Tippy saying that introducing players to Tome of Battle, which isn't really applicable for Pathfinder at the minute, and Psionics is apparently a good idea). I know Krimm Blackleaf is teaching his sister (namely Em) how to play using a Halfling Swordsage, but I think the basic classes are best to begin with if for no other reason then the fact that they will be more likely to appear in most games. Good luck with DMing for them.:smallsmile:

Kol Korran
2009-03-24, 02:02 PM
originally posted by Amesoeurs
He wants to be an elf knight, so he's going to go for a Fighter.
<snip>
and the guy wants to be a Sorcerer... a LE Sorcerer with the Infernal Bloodline

danger! danger! one guy wants to be the valiant heroic chivalreous knight, and the other the dark and dangerous evil magic user... we've seen those types before, haven't we? you have a conflict of personas in the party. if this was an experienced team i wouldn't worry, but beginers are all focused on THEIR character, and rarely relent to the will and common good of the entire party. you might well hear the phrase "but my character would never agree to that/ would only go for that!" (depending on the situation)

read rich's articles about gaming together, and either let your players read them, or teach them the importence of playing as a team, and how to roleplay agreeing to each other's will. teach them that in a group game they must sometime compromise (only that the compromises don't have to come from one end only).

also, i suggest you give each character her moment to display her theme, they would enjoy it. "save the onnocents" scenerio is good for the knight, while the sorcerer needs a more subtle approach, or else it will clash with the party too strongly. you could do "dealing with the devil" (where the party must bargain/ negotiate with a being of a higher power, one that can be understood only by an evil mind) or "manipulating the authorities" (where the sorcerer affects an allready corrupt ruler/establishment)
just some ideas, work it out.

um, why do the two even work together? find a reason, preferably one that the players think up themsleves (present them with the problem)
Kol.