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New GM with new players. Best adventure?
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<blockquote data-quote="Celebrim" data-source="post: 7114454" data-attributes="member: 4937"><p>You seem to be trying to make my point for me. While the poison isn't 'save or die', IIRC, most of it is 'save or suck' to the extent of it being 'retire your character from the game' type stuff. Yellow Mold and Rot Grubs are save or die (or just die) traps at a level where the party has no resources to deal with them and a new player is going to feel like they are in a slasher film, which has its charms, but may not be the way to sell the game to everyone. You and I might know, "Don't touch anything in a dungeon that is yellow without a 10' pole", but that's not something you can expect of new players. And you should not set new players into a challenge on the assumption that they will find and use resources correctly. </p><p></p><p>I agree U1 is a very clever module over all, but it leads into U2 and U3 - and those just aren't. I'd trust a new GM to run DL1 better than U3. They certainly in my opinion don't require less preparation than L1 and L2, although most 1e modules require and improve with preparation. </p><p></p><p></p><p></p><p>Depends on how you run it. It you treat it as word of God, and that the players have to have the exact experience with the game the designers are trying to convey you could be in for trouble. If you treat it as a massive toolbox and campaign setting with tons of resources for the DM and some of the coolest dungeons ever drawn, then it can be a great game.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7114454, member: 4937"] You seem to be trying to make my point for me. While the poison isn't 'save or die', IIRC, most of it is 'save or suck' to the extent of it being 'retire your character from the game' type stuff. Yellow Mold and Rot Grubs are save or die (or just die) traps at a level where the party has no resources to deal with them and a new player is going to feel like they are in a slasher film, which has its charms, but may not be the way to sell the game to everyone. You and I might know, "Don't touch anything in a dungeon that is yellow without a 10' pole", but that's not something you can expect of new players. And you should not set new players into a challenge on the assumption that they will find and use resources correctly. I agree U1 is a very clever module over all, but it leads into U2 and U3 - and those just aren't. I'd trust a new GM to run DL1 better than U3. They certainly in my opinion don't require less preparation than L1 and L2, although most 1e modules require and improve with preparation. Depends on how you run it. It you treat it as word of God, and that the players have to have the exact experience with the game the designers are trying to convey you could be in for trouble. If you treat it as a massive toolbox and campaign setting with tons of resources for the DM and some of the coolest dungeons ever drawn, then it can be a great game. [/QUOTE]
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