Tiny Intro is a custom character shared for use as a "Handout". It is added to the game for all to view by making it public then adding it to the game by editing the : Game Details / Advanced rules definitions
[ +- ] Example advance rules
{
"characterSheetIntegration": {
"gmSheets": [
{
"OtFBM": "custom/20725"
},
{
"Fantasy 2": "custom/20683"
},
{
"Wbtw NPC's": "custom/20762"
},
{
"IDRotF NPCs": "custom/20733"
},
{
"DoIP NPCs": "custom/20734"
},
{
"Fantasy NPCs": "custom/20682"
},
{
"Using GP": "custom/20904"
}
],
"gmExcludePcs": false,
"playerSheets": [
{
"~Using GP~": "custom/20904"
},
{
"~Tiny Info~": "custom/31363"
}
],
"gmExcludeNpcs": false
}
}
On the formatting of the ~Tiny Intro~, what works for you and what doesn't?
I like to use 2 columns the split it into sections then use spoiler / snippets / charsheet blocks to compress things that do not need full visibility. Use Ability blocks with compressed text for text that is posted in game often (rules, repeating descriptions, etc), add some NPC tables as needed (though this is usually in the GM sheet, which is built similarly). Use form fields for quick and fast text manipulation for tracking HP, locations, and other notes.
Is the ~Tiny Intro~ built over time to answer questions ahead of time by new and existing players?
It has evolved over time but is fairly static now. I try to keep it updated but only with content that persists past any single character.
What gets the best use out of the ~Tiny Intro~?
I use mostly the snippets that explain the Tiny D6 system to players and other snippets or compressed text in abilities for notes to players on how to play in PbP. Some players actually use other information but it is rare. In D&D 5e game I have run the players used the shop information I posted into that games handout
If you had to redo it or better said what would change on a new version?
Not sure, pretty happy for now. I change as things come up as I notice or players request
On the recruitment thread, what are the things you think some GMs miss. I see that visuals help, but basically after looking at the examples and a few others you have the 5Ws and the 'Hook' to spark the interest in the game and the basics of players responsibilities (posting per week, cautions or lines/Veils, etc). I like your term Lines and Veils.
Important recruitment info includes # players, posting rate, game system, any custom/house rules, and not always included but important game/story style (combat/intrigue/social). Basic setting inform is helpful but that can be done in game, though it does affect who you get looking into the game.