General RPG DiscussionDiscussion of all RPGs and non-system-specific topics. DM/GM/player issues, settings, etc. Rules discussion belongs in one the forums below.
Since this is my first post let me introduce myself. I am an American living and teaching in VERY rural Thailand. I have played and DM'ed since 1977 and I would like to introduce my students to RPG's. I believe RPG's will be a wonderful way for my students to use their English skills in a fun and interesting way.
My question is what module would you use if you were introducing a group of people that have never heard of D&D? I will most likely use a storytelling system to start and add in D20 later. I seem to remember a number of 0 level modules out there.
I wouldn't try a module. Instead, use a very simple system like Microlite20 and then convert a local myth, fairy tale or legend, into a playable scenario. You probably want to build on what's familiar to them, first, before you try to introduce a lot of the traditional concepts of DnD type RPG'ing.
At least, that's where I'd come from.
If you do want to try a module, look for Gorgoldand's Gauntlet. It's one of my favorites.
My question is what module would you use if you were introducing a group of people that have never heard of D&D? I will most likely use a storytelling system to start and add in D20 later. I seem to remember a number of 0 level modules out there.
Instead of using a module, consider building your own campaign based in a regional ruin like Mingun.
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I agree. Use a mechanics-light game and make up your own plot. It'll probably be more fun due to cultural reasons.
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Well, I don't know if it'd apply in Thailand, but I might choose to be careful about involving local mythos. Somebody might find that offensive, especially by an outsider.
I'd start with something generic they're familiar with, and see if anybody asks for something local to add color.
"Here's a story about four magic warriors fighting a dark and dangerous monster and that monster's underlings."
That line is pretty cross-cultural, and forms the base line of D&D. You guys are the warriors, and the DM plays the role of the monster. Undoubtedly, they've heard stories of heroes they can draw on to be those warriors.
Use d20s for basic resolution, but keep it rules-light. I'd even consider doing it as True 20, which is crazy rules light and lets a lot of creativity go into those die rolls.
I'd find out what movies from Western culture they were familiar with, such as Star Wars, LOTR, James Bond, Star Trek, or whatever, and then pick a game. Something with rules that would not require a lot of translation or learning unfamiliar English terms. If all they've heard of is Star Wars, feel free to rip off the "evil empire" storyline and substitute D&D or whatever your favorite is.
If they are so rural they mostly lack TV, movie, and Internet exposure, then I really don't know. I wouldn't myself presume to be able to do local legends or beliefs justice. You could probably do worse than running an Old West game using Savage Worlds or True20 or something.
"Here's a story about four magic warriors fighting a dark and dangerous monster and that monster's underlings."
That line is pretty cross-cultural, and forms the base line of D&D. You guys are the warriors, and the DM plays the role of the monster. Undoubtedly, they've heard stories of heroes they can draw on to be those warriors.
Yes, I agree with this. I would tend to go for a strong, melodramatic plot with a scenery-chewing villain, and a good mix of combat and character interaction.
One intro scenario I like is Basic D&D's Eye of Traldar, which involves 1st level PCs breaking into the evil overlord's fortress (via the dungeon) to liberate a magical gem.
MY sincere apologizes for being away from the tread for so long. Turns out I have been busier at school more so than last year. Here is a small update.
As of now still no game but I have gotten a few leads and one thing to remember EVERYTHING moves slower in Thailand, including we expats.
Good news is I have been in email contact with a guy in Bangkok that has a great way of introducing D&D to the Thai's (he's as a school teacher). He has come up with single character adventures. The guy in Bangkok doesn't have much DM experience in writing "griping" encounters but his basic ideas are quite good. I have written more encounters than I care to admit to so we are going to work together on making these very short simple but exciting single player modules.
The ideas you all have given using True D20 may just work as one look at the size of the players handbook scares many of my students off.
As far as local mythology and monsters go these place is a gold mine to us westerns. There is a rich variety of mythical creatures both good and evil here and one day I'll try and stat a few out and give you a taste of the Thai idea of mystical and legendary creatures. On a side note if you ever get a chance to visit some of the Khmer temple ruins, which there are quite a few in a 100 km circle where I live, you can't help but thinking of the many adventures you have gone through. I found myself cautiously peering around doorways, checking for traps, checking for secret doors and waiting to be attacked be something only an evil DM could come up with
This is truly a magical place to live and it would be perfect if I can ever get a game started.
Since this is my first post let me introduce myself. I am an American living and teaching in VERY rural Thailand. I have played and DM'ed since 1977 and I would like to introduce my students to RPG's. I believe RPG's will be a wonderful way for my students to use their English skills in a fun and interesting way.
My question is what module would you use if you were introducing a group of people that have never heard of D&D? I will most likely use a storytelling system to start and add in D20 later. I seem to remember a number of 0 level modules out there.
I would go with your own system instead of a mod. Good luck with your endeavor! Let us know how it goes.
Why not use Savage Worlds and the 50 Fathoms campaign setting?
Savage Worlds is relatively rules-light, is very cheap and everything is in one book with the campaign setting being the second book you need (and it has a premade campaign included).
50 Fathoms is a great introduction because of the Pirates of the Caribbean vibe that runs through it... and everyone in Asia has seen those movies!
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I agree. I would start out with True20 or some other simple d20 game. Or 4E - I actually used that to teach English here in Japan before and the kids seemed to like it, although I found I had to ignore some of the more tactical aspects. All the shifting and sliding, etc seemed confusing. Anyway something simple with a lot of combat to get them into it.
I would just make your own simple adventures - kill the monster, get the treasure - to start out. That's what I did. And then start introducing puzzles and mysteries, etc.
Using local myths are tricky... Unless your familiar enough with them to know which ones are really sacred and which ones aren't so religious. Japanese aren't very religious so its pretty safe here to use whatever. Using Western fantasy might be good to get them into it because it would be exotic to them.
Anyway, my 2 cents.
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Nice to see the OP raising an old thread rather than someone practicing necromancy on it.
But to add to the thread instead of amusing myself, I also teach in Asia, but Japan has a thriving RPG/anime/etc scene a lot closer to the mainstream than in most countries. So here it is easy