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Author Topic: Help me plan an adventure for DnD newbies!  (Read 4359 times)

Sonlirain

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Re: Help me plan an adventure for DnD newbies!
« Reply #15 on: September 20, 2013, 07:31:58 am »

Let them kill a dragon (or do it indirectly for example by letting them stumble upon a giant cave with several stronger adventurers fighting a dragon... and getting immolated but not before they seriously wound the dragon.)

Now make everything that can go wrong go wrong.

The dragons body is blocking the way to his treasure and is too big to move away without extra help.

The heroes recruit guards to... well guard the site as well as alchemists, weapon and armorsmiths to make things out of the ingredients the dragon body provides... but some of them are less skilled/honest than others so the party needs to do rolls in order to notice that materials/gold go missing or that the dragon claw scimitairs and scale mails are starting to rot.

Let them go paranoid as the dragons treasury slowly disapears because thieves visit it every night along with their own guards who constantly try to fill their pockets with gold and gems when you look away.

Of course others want to get the prize in a more direct way so you could send some rival adventurers at them challenging them for control of the site.

All in all the "dead dragon" is pretty modular and flexible unless the players just pack up and say NOPE let's leave this carcass AND the treasure... then you might have a problem unless you prepared another adventure in wherever they were heading.
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Mr Space Cat

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Re: Help me plan an adventure for DnD newbies!
« Reply #16 on: September 20, 2013, 07:43:30 am »

With so many people I'd want to do some sort of grandiose over-kill war setting. Send them as the sole defense against an army of 10,000 orcs or something awesome.

alternatively, start the campaign off with a room full of Tarrasques. gotta start simple, y'know?
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nenjin

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Re: Help me plan an adventure for DnD newbies!
« Reply #17 on: September 20, 2013, 02:06:14 pm »

To expand on people talking about having a good protagonist is a great tool for giving the players direction.

There's multiple ways you can approach it, but I'll offer one dichotomy.

1. The personality villain, eg. the Evil General. A villain the players get to know personally. Maybe they're always there when the players show up, giving orders, doing nasty things or saying nasty things, like mocking the players for being weak. Nothing pisses PCs off more (in a good way) than when the villain doesn't see them as heroes or threats but as annoyances. If you run this kind of villain, you have to plan VERY carefully for the final conflict. Villains that always manage to slip away right before they're cornered tend to irritate players (in a bad way), and you can find your villain trapped in a situation they can't escape from without Deus Ex Machina (villains teleporting out when they're in real danger, for example.) The "General" who is at the head of a large force of bad guys, their movements are pretty obvious and easy to follow because of the amount of people in their entourage and the size of their footprint (villains don't march armies around to do something small.) A bandit lord, a corrupt and evil monarch, a powerful werewolf. Stuff like that. You can look at pretty much any Square RPG and find an example of this kind of villain somewhere in the story.

2. The mysterious villain, eg. the Evil Wizard. These are some of my favorites. Mysterious villains are always one step ahead of the PCs, so they rarely encounter them. Rather, mysterious villains are known by their reputations, the things they cause to happen. A classic example is the PCs arrive at a location and it's in ruins, thoroughly infested with the villain's lackeys and monsters. NPCs will talk about "them" having passed through, and you float rumors that they're around to get the players to follow their trail. Think the Wanderer from Diablo 2, only less generic. Eventually the PCs do have to face the villain, because chasing ghosts for too long becomes tiresome. Just remember, where the villain has been, adventure awaits. It also really helps if you think sincerely about this villain's motivations, why they're moving around causing trouble. Magic-users are ideal for being "Solo Operators" because they've got the tools to operate alone and independently. (High-level magic at their command also makes them very dangerous and unpredictable. You can make them as powerful as you need to achieve the effects you want, and it works because the players aren't actually there to see them do it.) Their motivations can also be subtle and mysterious, making figuring out what they're doing as important as catching them. (Weird, cataclysmic rituals, subterfuge setting the stage for a larger conflict, things like that.) The Solo Operator Villain is much harder to pin down because they can hide, blend in or move under the radar. Just because they're solo doesn't mean they can't get help though, or arrange for it to be somewhere. It's just that they don't always travel with a bunch. Again, magic-users are great at this because you can just have them summon the manpower they need. (Cultists, undead, demons, weirder stuff, what have you.)

A blend of the two is Evil Gang. This is more like a small group of villains, one who is the lead villain and then all their closest henchmen. You can get the best of both worlds with this group. Really it's just the Solo Operator with some permanent NPCs that you make specialists and take the time to give real personalities. So you might have the devious, evil wizard leader. And then his strongman, a big burly fighter that likes weapon X, or a resurrected minion that's now a Death Knight or something. Maybe a diabolical shaman to further augment the wizard's powers. Maybe they have an assassin that they keep around to quietly deal with things.

Generally arch villains are better suited for longer campaigns, but you might start planning one as the hook for future adventures for the players that stay. A world and campaign defined by the existence of a villain can be a great way to lend continuity to your games. (See: virtually any classic fantasy story from the mid 80s to late 90s, like Torak the One-Eyed God from The Belgeriad series by David Eddings.)
« Last Edit: September 20, 2013, 02:16:48 pm by nenjin »
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Aoi

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Re: Help me plan an adventure for DnD newbies!
« Reply #18 on: September 20, 2013, 03:15:05 pm »

I like the idea of the arena setting--

Stick half the party in the arena and the other half as support staff.

The combat party will be doing the usual thing, maybe dealing with a few traps and suchlike along the way...
The other half consists of merchants, spectators throwing things into the arena, maybe a noble who gets to decide exactly when to release the dragon hatchlings into the arena, etc.

Now the interesting bit-- this may be nonstandard, but give everybody a secret personal objective (they can share if they want): One of the gladiators wants to kill another, the other is a spy trying to assassinate the noble, the merchant wants to make a minimum of X, etc.
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Remuthra

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Re: Help me plan an adventure for DnD newbies!
« Reply #19 on: September 20, 2013, 05:05:39 pm »

I like the idea of the arena setting--

Stick half the party in the arena and the other half as support staff.

The combat party will be doing the usual thing, maybe dealing with a few traps and suchlike along the way...
The other half consists of merchants, spectators throwing things into the arena, maybe a noble who gets to decide exactly when to release the dragon hatchlings into the arena, etc.

Now the interesting bit-- this may be nonstandard, but give everybody a secret personal objective (they can share if they want): One of the gladiators wants to kill another, the other is a spy trying to assassinate the noble, the merchant wants to make a minimum of X, etc.
This is an excellent idea for a good nonstandard sort of shorter campaign.

Sensei

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Re: Help me plan an adventure for DnD newbies!
« Reply #20 on: September 20, 2013, 05:39:23 pm »

I definitely wouldn't pit the party against eachother in a first campaign. Not even a little bit.
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LeoLeonardoIII

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Re: Help me plan an adventure for DnD newbies!
« Reply #21 on: September 24, 2013, 12:59:27 pm »

Write a simple adventure that starts in a village, a couple days' wilderness travel, a little bit of aboveground ruins, and a dungeon beneath that's only 2 levels deep.

Don't worry so much about deep plots, betrayers and spies on town, etc. Just get people used to roleplaying with NPCs and with each other, rolling dice, handling a character sheet, interacting with the DM for exploration, the perils of dividing treasure, the dangers of traps and monsters, the mysteries of secret doors, and the unendurable glitter of gold and magic. That's plenty to try to shoehorn into an intro module.

I also suggest splitting up the groups. Explain that it's hard to handle a group of more than 6-7 players at first.

Grab the people who want to become DMs, figure out a time slot that works for them, and fill up the party with enough players to get you up to 6 or so. Run through the adventure with them, get feedback on what they found fun or not, make some changes, enrich the dungeon.

Maybe do a second module with the same DMs and different other players, maybe the same module. Remind any repeat customers to hold off on exploiting player knowledge of the specific dungeon, but that learning from your mistakes is totally fine (for example, "hey guys lets search for traps in this dungeon").

Figure out what's important for your club. Will there be style guidelines for the DMs (for example, should DMs steer the focus away from themes such as rape, cannibalism, genocide, etc.)? Do you need to figure out some scheduling patterns for the club?

Once you have a little bit hammered out, you've probably gotten a buzz going because of the players who got to join in, and probably some players haven't been able to yet. Don't take too long getting to this point! You don't want to let the excitement fade. Get the other DMs up to speed and set up a game day where everyone can come and play, and you have 3 DMs running the intro module. Create a shared experience that everyone in the club can start with. "How did you handle the starving kobolds?", "did you try doing anything with the muddy fountain?", "how much XP did you get out with?"

I also suggest having jam sessions with the DMs to come up with cool ideas, work on one-session modules for the club, etc. But the best thing I think about D&D is that each DM has his own house rules, and especially has made up his own dungeon which is infused with his sensibilities and personality. Jim's dungeon is a very different experience from Ellen's dungeon! They require different player skills, and that's fun. So try to get just the minimum amount of standardization, otherwise there's not enough variety for players and not enough creative freedom for DMs.

Switch out DMing and playing too! You might like both, or might just gravitate to one, or get into a groove and then want to switch for a while.

Try to be supportive of people's creations and ideas.

Mainly, try to keep any bickering from festering. If someone has a problem, drag it out after the game and talk it over. Sometimes it's better to lose a player than to ruin a whole group, but recognize that there are some stormy patches in group formation. Part of being an experienced DM is knowing what parts tend to cause problems, noticing when problems are starting, and elegantly moving people along through those problems without them feeling led by the nose.
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Araph

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Re: Help me plan an adventure for DnD newbies!
« Reply #22 on: September 25, 2013, 05:38:36 pm »

It's the moment of truth. Today we're playing the first session.

Thanks for all the tips and advice! I'm kinda nervous, but it'll be fun whatever happens. :D
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Neonivek

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Re: Help me plan an adventure for DnD newbies!
« Reply #23 on: September 25, 2013, 05:40:16 pm »

It's the moment of truth. Today we're playing the first session.

Thanks for all the tips and advice! I'm kinda nervous, but it'll be fun whatever happens. :D

You better tell use what happens or we will be really cross with you. We might not even share our watercress sandwiches and I hear they are really really good!

Then you will cry, you will cry because you won't get any.
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Remuthra

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Re: Help me plan an adventure for DnD newbies!
« Reply #24 on: September 25, 2013, 05:41:21 pm »

It's the moment of truth. Today we're playing the first session.

Thanks for all the tips and advice! I'm kinda nervous, but it'll be fun whatever happens. :D

You better tell use what happens or we will be really cross with you. We might not even share our watercress sandwiches and I hear they are really really good!
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What sandwiches?

Sensei

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Re: Help me plan an adventure for DnD newbies!
« Reply #25 on: September 25, 2013, 05:43:19 pm »

So, what sort of session plan are you going with?
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Araph

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Re: Help me plan an adventure for DnD newbies!
« Reply #26 on: September 25, 2013, 09:29:48 pm »

Well, I had a session plan I thought was good. It was simple: small town, mysterious disappearances, easy-to-find leads, small twist at the end leading to bigger adventure (which would be undertaken by the 1/3 of the people who ended up in my group for later on). It would start with a bit of light roleplaying, interacting with some distinct NPCs to get them used to it, and a small, easy to manage combat encounter. There weren't that many opportunities to use skills, but that would happen in the next session.

We got through character creation. :/

So, not as far as I'd hoped. We're meeting again in two weeks (Homecoming is next week at our high school), at which point I will say 'your characters are good enough, deal with it, YOU START IN A VILLAGE GO' and we'll see how far we get!

The adventure itself should take two weeks to get through, but, knowing them, it'll probably take at least four. After that, I'm splitting them into three groups and taking the best cooperating/roleplaying players into mine.
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mastahcheese

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Re: Help me plan an adventure for DnD newbies!
« Reply #27 on: September 25, 2013, 10:42:08 pm »

We got through character creation. :/
Loloolololololol.

Yeah, sounds right. A couple of times I watched some guys play games like that, and that's how it always went.
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nenjin

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Re: Help me plan an adventure for DnD newbies!
« Reply #28 on: September 25, 2013, 10:52:35 pm »

Don't feel bad. It took us over an hour to make characters for a friend's homebrew designed to facilitate quick character creation. And we've all been playing table top RPGs for almost two decades. Helping complete newbs create characters is an entire session in and of itself. (Can also be a chance to do a "you guys meet each other" scene and hand out some early experience.) More if you have a throng of complete newbs.
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mastahcheese

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Re: Help me plan an adventure for DnD newbies!
« Reply #29 on: September 25, 2013, 11:40:10 pm »

Heh, I got so used to reading through the rule books (mostly supplement books, because I find it more fun than the game itself) that I could literally make a character ready to go in about 10 minutes, using materials from maybe 3 or 4 different books mashed together.

You would be amazed at what a level 1 character can do when you look up a good dozen or so supplement books and see how you can combine them.
Level 1 fighter that can throw frelling firebolts? Seems legit to me.
Level 2 Monk that can set his hands on fire, and redirect spells back at the caster? I'm just getting warmed up, and you can add those firebolts to him, if you really wanted too, or make his stunning fist an area-of-effect. Or, if you're a human, do both!

I remember one time when a guy asked to me to help him GM, and started writing up unique PC characters for each individual enemy for the PC's to fight.
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