Sometime in the near future I will be teaching a group of my friends how to play Anima. None of them have any experience with the game or games of this type. One of them owns the Core book but that is all they have between themselves. I need advice on how to describe certain aspect of the game to them.
1. The Classes. They all are used to the type of game that relies heavily on traditional roles such as tank/DPS/support/etc and games where your class defines your character and what they are capable of. How would you explain the more versatile system Anima uses?
I would just explain that despite that there are classes and levels in Anima, the bonuses you actually receive from your class and level are marginal at best, and that Anima is at heart a point-buy game, like Shadowrun or Hero, and that you decide what your character ultimately has, not your class and level. Every option is available to every character, regardless of their class, for example, fighter's can't have magic missile in D&D, but in Anima, they can.
2. The rules in general. Having each of them read through the whole core book would be a little bit awkward and time-consuming. I was considering just explaining the various difficulty levels for skills checks, opposed skills checks, and combat and kind of go from there.
For the most part, when dealing with new players, I just kept all the rules in my head, and explained them to players as they came up in game. I also did a mixture of explaining how things work, and "You just need this, trust me on it." For example, when I had a new player who wanted to dual wield, I didn't bother explaining to him what it would be like if he wanted to dual wield without Ambidextrous, I just told him he needed it to dual wield.
3. The setting. I actually have this one covered pretty well but any input is still welcome.
I generally describe it as Supernatural European Renaissance, to sum things up in a few words. Explain it further that this means there is a church with an inquisition, primitive guns, and so on.
4. Character creation. They more or less have ideas of what they want their characters to be like. I think it would be best to walk them through character creation individually based on what they want to be able to do. I'll still go over a general idea of the different possibilities each types of powers have and how they compare to each other but go more in depth in certain areas depending what their characters specify in.
Just explain that nearly anything in Anima is possible, so just explain that they should come up with a character concept first, and then worry about how to make it work within the rules later.
I will the GM for their game and we will be playing in a post-by-post forum since we are all going to be starting at different colleges (ironically we have almost the same majors) so it will be easier to keep the game going. Due to the nature of PBP the game will be more roleplaying oriented than combat. This is all I have time to post right now as I am headed to work so I'll check back either tonight or tomorrow.