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(+5)

Step 1: buy and download the thing.

Step 2: shove it somewhere in my misc. ttrpg systems folder, with subfolders organised by system (for the ones I've played/have solid, scheduled plans TO play soon) or somewhere in the general Rule-systems subfolder: 

Step 3: if it's a short game, read it immediately. If it's a longer game, read the intro and skim large parts of the rest to get a feel for the system.

Step 4: yell about it to friends so that they get excited too, and get roped into playing it with you.

Step 5: practise dark magics to bend timezones and schedules to your will, so that you actually get to play it.

Step 6: get intensely enthusiastic about it and draw your character/related art, before and/or after the game is played. more yelling excitedly about it is optional, but encouraged.

Step 7: give feedback if people want it, but be incredibly likely to forget about this.

repeat as necessary.

On a serious note: steps 1 and 3 are probably the most important here: download the game, and look at it. If it's small enough to read in just a few minutes, take the time to do so right then and there. If it requires a bigger time-investment, read the intro, and skim as much of the rest as you can, just so you can get a feel for it. It's much easier to motivate yourself to find the time for a proper read if you've actually taken the time to look at it first, instead of leaving it sitting around unopened and unread.

I was with you until I had to count a lunchbox of d6 for successes in Step 4...

Step 3 seems like super important. I'm still working my way through some of the game jams folders I have but I think this is something that gives a lot of return on value. Reading also lets you sort the game into "i want to play it" and "i wanted to read it, i'm glad i did, but now i don't want to make a priority out of playing it" as well. 

Can you tell me more about step 5? I only know light magic right now and it's a failing. I can't spend XP to learn dark magic until I find a teacher or at least someone I can convince the GM counts as a teacher.

(+1)

Yeah, step 3 is the most important - getting a feel for what a game is helps you sort it into "I want to play this" or "this was neat to read, but I won't play it" pretty quickly.

and re: step 5 - may I recommend trying to find a correspondence course? not everyone is lucky enough to have the dark forces lurking conveniently nearby to make pacts with