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totally inexperienced player looking for a crash course in RPG

I've been watching itmeJP's RollPlay series on YouTube, and i find the general concept very interesting but i have no idea what to do, who to talk to or where to start.. HALP!
lol what kind of questions can i help you with?
Which roll play have you been watching? Is it the d&d one or the 40k one? Do you have any preference on setting and game system?
Chris: i'm keeping up with both, and prefer anything that isn't super hi tech (40k/Star Wars and similar), i have no idea if there's anything modern day (say 1950 - 2050) and greatly enjoy the classic D&D style (if you disregard the stupidity of some of the decisions they make).. as to game systems.. go fish (i know nothing in that regard) Dorzo: i know that Pen and Paper roleplay is a thing, and that people start on an adventure made by a Game Master, using personal characters made prior to setting off, and that outcomes of events are determined based on luck of the dice.. .. in the case of stats, classes, traits, benefits, penalties or any other thing you could think of, my knowledge goes from nothing, all the way to, next to nothing.. .. I'm looking for "the complete and utter idiots guide to Pen and Paper, essencially 
We need someone to play more of a rogue stealth type class in our DND campaign. Most of the players are brand new to the game and we just had a party wipe so we have all rerolled. It would be a good introduction for someone who wants to learn the game still. Send me a PM and I can ask the DM if you can join (though you shouldn't have any issue being allowed in). Our next session is tomorrow at around 7:00PM central, so I need to know if you wanna join asap. I can walk you through character building and the basic rules, along with provide you all the information you need. Best way to learn is to play IMO.
Thanks for the invite but that's like 2 in the morning central european so i have to pass it up
Michael... As for modern day, there's settings that cover almost everything you could imagine, including Indiana Jones, 30s detective stuff, modern but with magic etc. The best way in is probably with the "staple" fantasy setting like pathfinder or d&d and it sounds like you have a good lead above! Although the roll play series doesn't give you much of an indication of how the mechanics work, it's not too important unless you plan to GM, and I reckon the most important thing is to be keen and willing to join in, so you have it covered! As for the various editions, the more modern rule sets tend to be more influenced by modern trends in online gaming. For example, 4th edition d&d is more streamlined, quicker to play, and aimed more at today's youth who are used to fast online games. 2nd edition by comparison is much more detailed, but slower to play and requires a DM who knows a bit about things. That's my opinion anyway! Hope you find what you're looking for!
4th edition also allows for less character customization/unique character building than other versions of dnd simply because it is so much more streamlined. Thus it does take away from the fun of coming up with tricks to outsmart the dm and other players or do something unique and creative with your character (like a bow using cleric for example). It is also less role play intensive and more focused on combat. Also, sorry to hear your timezone doesn't work out. Ah well, hope you find what you are looking for.
Zerocaliber said: do something unique and creative with your character (like a bow using cleric for example). Actually, it's entirely possible to make a bow using cleric. Warpriests of Corellon are even *encouraged* to use a bow. One of the major advantages of 4e, in my opinion, is that it completely separates roleplay from combat effectiveness. Makes it a lot easier to play and get into since the character creation is simpler and action selection in combat isn't nearly as preordained, not to mention that there is a *lot* less accounting. Back to the OP, a lot of it depends on if you're looking more for a combat simulator (i.e. punch things and get loot/xp) or a roleplaying system (i.e talk to things and advance story with abstract mechanical rewards as a secondary concern). For a combat simulator, D&D, whether 3.X or 4e is pretty much the default that most people go for. 3.X has some excellent variants for non-fantasy settings (d20 modern, for example), while 4e is pretty much fantasy thanks to having classes that involve more design effort. There are a few others that place a lot of emphasis on combat (ex: warhammer fantasy, dark heresy) but combat is *much* less forgiving and generally tends to discourage acts of heroism/gallantry in favor of a more gritty/unforgiving mechanical construct (i.e. less "movie action" and more "real action" where being outnumbered is a *massive* disadvantage rather than the normal case). You pretty much have to choose where on the "realism v. gameplay" spectrum you want your game to be. For a raw roleplaying system, I honestly can't think of a better one than one of the numerous White Wolf systems, since, you know, they're some of the few that were explicitly designed to be more roleplay oriented. If you use the base ruleset (i.e. "Mortals"), it can easily be tweaked to account for pretty much any timeline/setting (swap out firearms for archery and you've got fantasy; change firearms to laser guns and you've got sci-fi). It's not even really intended to be completely combat balanced because combat isn't *supposed* to be a major part of it (in fact, some would argue that if you have a combat in most White Wolf games, you screwed up somewhere). Even those that *are* very combat oriented (Hunter) are actually more focused on discovery, planning, research, and preparation rather than the actual combat. Before picking a system, I'd first try to figure out what exactly you're looking for, beyond the raw camaraderie that you're going to get out of *any* PnP game (or, at least, *should*). If you want to punch monsters and grab loot with your friends, go with a system good for that, like any edition of D&D. If you want to spend less time punching things and more time playing social and political games, go with a system design with that in mind, like anything White Wolf. There isn't really an idiots guide to gaming anyways. The best thing to do is just jump in feet first. Any group worth its salt is going to be able to teach you the rules as you go. The most important thing is just *getting involved* in the first place. Just find a game in the proper time zone and start playing.