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After some one-shots, I've decided to run a short RC/LL campaign for my students (well, for some of them, at least). They'll begin at 1st level with 10 extra hp (I don't want to discourage them, so let's let them "win" ), and I'm looking for a good introductory module for 10-11 years old kids (no Nick Logue, please ).
At first I thought of B2, but it might be too sandboxy for them. I'd like them to have a clear "mission", so they'll know when they "win". I need something with NPCs to talk to, too, so their parents don't blame me for teaching violent games
What would be the perfect classic (BD&D or AD&D) module for this task?
The "Thunder Rift" series of modules were great. They came out around the same time as the RC, so they are based on the RC rules but without the optional stuff (mystics, weapon mastery, etc).
I'd run the little urchins through Tomb of Horrors and teach them the all important lesson that life isn't fair.
Actually, I kinds like In Search of the Unknown. Another really good one I just came across is a C&C 1st level adventure, Dwarven Glory II: The Wyrm Well. It's easy to convert, just invert the ACs and you're ready to go.
The "Thunder Rift" series of modules were great. They came out around the same time as the RC, so they are based on the RC rules but without the optional stuff (mystics, weapon mastery, etc).
Thanks, I'll have a look at them. Is "The Black Knight" any good? What I first had planned was having one character per each 2 students (they're 10 in total, and that'd be quite a crowd), but having all of them control just one character might not be a bad idea to start...
Actually, I kinds like In Search of the Unknown. Another really good one I just came across is a C&C 1st level adventure, Dwarven Glory II: The Wyrm Well. It's easy to convert, just invert the ACs and you're ready to go.
In fact, I'll use attack bonuses and ascending AC; I find them more intuitive and easy to grasp, so C&C modules would need no conversion
It's just that I want to show them something that says "Dungeons and Dragons" on the cover, so they know what to ask their parents for Christmas (There's no Spanish C&C edition, after all).
At first I thought of B2, but it might be too sandboxy for them. I'd like them to have a clear "mission", so they'll know when they "win". I need something with NPCs to talk to, too, so their parents don't blame me for teaching violent games
Try B4. You start off "lost in the desert," stumble across the sand-buried pyramid and ruined city, and have an immediate mission or need: find water and food.
Once within the pyramid/dungeon, you have a "lost civilization" thing happening, and there are multiple NPC factions, which encourages talking, alliances, and interaction, as well as conflict and combat.
The next goals would depend on the players, though. Perhaps they just want to get away, in which case they might need to assist one of the factions in order to acquire food, water, and such for a trek out of the desert. Perhaps they'll become interested in helping a faction for altruistic reasons, or perhaps they see the lost civilization as an opportunity to gain fortune and glory.
Check out my Lost City campaign log to see if it sounds like an adventure that might work for you.
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At first I thought of B2, but it might be too sandboxy for them. I'd like them to have a clear "mission", so they'll know when they "win". I need something with NPCs to talk to, too, so their parents don't blame me for teaching violent games
It’s easy enough to add a mission to B2. (Or missions.) Make up a McGuffin and hide it in the Caves. Insert some NPCs in distress that need the McGuffin into the Keep.
The Keep has a number of NPCs to interact with, and it’s easy to add more. It’s a place people might be passing through. You can add a new business or two and some more natives as well.
Plus, with a mission, the PCs may even have a reason to parley with the denizens of the Caves instead of just picking fights.
You can sprinkle some additional places of interest, NPCs, and mission objectives around the regional map too.
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I'd run the little urchins through Tomb of Horrors and teach them the all important lesson that life isn't fair.
Well, that would depend on how much he wants them to keep playing D&D.
Quote:
Originally Posted by RFisher
It’s easy enough to add a mission to B2. (Or missions.) Make up a McGuffin and hide it in the Caves. Insert some NPCs in distress that need the McGuffin into the Keep.
That could work. Weren't a lot of those early modules designed with some open-ended stuff so the DM could fill in areas? The way I understand, KotB is designed to be just dropped in any world to be used as a starting adventure.
If not the Keep, maybe use Bargle?
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After some one-shots, I've decided to run a short RC/LL campaign for my students (well, for some of them, at least). They'll begin at 1st level with 10 extra hp (I don't want to discourage them, so let's let them "win" ), and I'm looking for a good introductory module for 10-11 years old kids (no Nick Logue, please ).
At first I thought of B2, but it might be too sandboxy for them. I'd like them to have a clear "mission", so they'll know when they "win". I need something with NPCs to talk to, too, so their parents don't blame me for teaching violent games
What would be the perfect classic (BD&D or AD&D) module for this task?
B1's pretty straightforward and structured. DM reads text explaining why the PC's are at the entrance of the dungeon (abandoned stronghold), then they walk in, begin exploring the first level and have options to move into second level (half-finished stronghold expansion). You WILL have to assign monster/treasure to each room, as the dungeon comes unstocked.
Personally, I would think this would be a good dungeon for easing new players into a D&D experience. There's no complicated backstory of NPC's that requires a seasoned DM and no need for theatrical participation (interacting with the King's Court, etc). The goal is really just to explore the place, kill monsters and steal loot. Back when I taught high school Latin, my students were more concerned about image than anything, so a module that had heavy components of speaking in character or whatever might really scare them off. Making the experience feels like a boardgame with an OPTION to go "over the top" (demonstrated by you, for example) might be the way to go. Seriously, just be careful about getting or encouraging being "in character" too much with your students. I'm telling you, unless you have a really secure bunch (unlikely in high school, but not unheard of), they might not be too receptive. You don't happen to teach drama, do you? If so, they might be more receptive to the in-character elements..
Incidentallly, though there's no clear "goal" other than to explore, kill monsters and steal treasure, it's easy to add a McGuffin (as another poster reminds). Maybe some bandits kidnapped the kids families and are holding them down on level two or something.
Last edited by Chainsaw; 13th November 2008 at 01:20 PM..
Hard to track down, but I'd recommend "The Lost Seneschal" from the Creature Crucible named Tall Tales of the Wee Folk.
It plays like a fairy tale, rewards courage and resourcefulness, tests moral fibre, is easy to run, and is in general an excellent introduction to the storytelling potential of D&D (as opposed to the monster-bash-a-thon potential, which B2 has covered, but can get a mite boring if we were being honest). For students, it would be perfect.
If considering running B2, also try and track down the tribute modules; 2E AD&D's Return to the Keep on the Borderlands and Hackmaster's Little Keep on the Borderlands. Both offer a whole host of ideas that embellish and put different spins on the original. You don't have to use it all, but it should open the floodgates on what is possible. Between the original and those two modules there is an entire campaign setting hidden away, somewhere...maybe set it in a magical snowglobe if you don't want to deal with an outside world beyond the Keep and it's Borderlands.
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Last edited by rounser; 13th November 2008 at 01:36 PM..
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Seems like all the B's except B3 have been mentioned
Green Cover B3 gets my vote- fits your needs perfectly, and IMO is a true introductory adventure.
T1 (original version) would also be perfect.
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Weren't a lot of those early modules designed with some open-ended stuff so the DM could fill in areas?
In some ways B2 is kind of like a school workbook. Here’s an example X. Now here’s a start on another X for you to complete yourself.
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Ritght now, I think I'll use B2, using NPCs at the keep for some missions (maybe make a mission for each NPC, so they'll do something different depending on which one they talk to). I'll check out other modules suggested here, too.
I need to encourage speaking in character and actual roleplaying to "justify" it as an academic activity I teach English, and this is supposed to make them talk.
I need to encourage speaking in character and actual roleplaying to "justify" it as an academic activity I teach English, and this is supposed to make them talk.
I'll let you know how it goes
I hear you, man. I definitely wasn't criticizing the importance of various role-playing techniques to D&D. Some my best memories involve characters that only came alive because we spoke in character and made them memorable. You just have to know what your kids are ready for, that's all. I had a bunch that probably would have just shut-down at the thought of "acting" in front of other students (given that we weren't in drama class). If you're teaching English and you spin it as "storytelling" or something, then you might get the result you're looking for. In the end, you know best how your students will react.