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1-on-1 First Edition Adventures?
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<blockquote data-quote="Luce" data-source="post: 6247664" data-attributes="member: 29760"><p>May I also suggest looking into adventure gamebooks. Those combine a branching plot novel with simple rp system. Some examples series: <a href="http://en.wikipedia.org/wiki/Blood_Sword" target="_blank">Bloodsword</a> (A 5 book mini campaign to save the world, could use the provided 5 classes system for battle or use 1e with little twinging),</p><p> <a href="http://www.projectaon.org/en/Main/Books" target="_blank"></a></p><p><a href="http://www.projectaon.org/en/Main/Books" target="_blank">Lone Wolf</a> (good vs evil, protagonist is warrior-monk, the link leads to legal online copy of the more then 26 books),</p><p> <a href="http://richardhetley.files.wordpress.com/2013/09/avengerlowres.pdf" target="_blank"></a></p><p><a href="http://richardhetley.files.wordpress.com/2013/09/avengerlowres.pdf" target="_blank">The way of the Tiger</a> (6 books, OA 1e inspired story, the text of the first book provided from the <a href="http://www.kickstarter.com/projects/1615043334/the-way-of-the-tiger-gamebooks-new-collectors-edit" target="_blank">kickstarter</a> page- <em>not a plug just wanted to site sources</em>)</p><p></p><p>Endless Quest (These books (~50) were the result of an Educational department established by TSR to develop curriculum programs for reading, math, history, and problem solving. IMO while not bad and may be the closest to "pure" D&D experience, those books are branching- novels. That is to say: no dice rolling, no battles, no continuity from book to book. Might be a good place to start for the younger readers, but The book "Claws of the Dragon" had been recently republished by WOC <a href="http://www.amazon.com/Dragon-Endless-Quest-Bruce-Algozin/dp/0786947195/ref=sr_1_1?ie=UTF8&qid=1389965876&sr=8-1&keywords=Claw+of+the+Dragon" target="_blank">link</a>)</p><p></p><p>Honestly, I like starting younger (or even some new) players on gamebooks.</p><p>1) An open choice campaign can be sometime intimidating and result in analysis-paralysis. The good ones can give you variety of choices, but still keep you on task. For example, the protagonist needs to get into a temple and there is a sentry. He could: A) Attack from a distance with a poison needle B) Try to sneak and silence him mano-a-mano C) Climb a wall to get to a window. </p><p>2) Improvement of reading level and vocabulary as well as gentle ease in. That is there is a lot of specific terminology both game and epoch specific, which I find those books take the time to explain without detracting from the narrative. </p><p>3) Re-playability. Some of those books have branching paths (which usually converge back at some point) Such as do you want to get from point A to B by land or by sea. Make a deal with fraction X instead of Y. The ability to explore different options can be very satisfying for new players. </p><p></p><p>Also since it is a book one read and play during any spare time without of the need of a DM. Also I am not advocating to limit oneself to gamebooks exclusively, just that I find them a good gateway. And while I would not use those for bedtime stories (especially if there is dice rolling involved) I think them a good choice if one wishes to read to/with their children.</p><p></p><p>Finally there are some of the solo adventures in Dungeon magazine:</p><p></p><p>issue#9</p><p> <strong>DJINNI'S RING, THE</strong></p><p>D&D Solo adventure, level 3 elf character</p><p>11 pages</p><p> </p><p> <strong>Description:</strong> In DUNGEON's first solo adventure, Moonstone the elf must free a djinni trapped inside a magical ring. </p><p></p><p>issue#12</p><p></p><p> <strong>SCEPTRE OF THE UNDERWORLD</strong></p><p>AD&D Solo adventure, level 12 human fighter</p><p>14 pages</p><p> </p><p> <strong>Description:</strong> A human fighter is hired to recover the sceptre of the underworld from an evil temple. </p><p></p><p></p><p>issue#20</p><p> <strong>WHITE FANG</strong></p><p>AD&D Solo adventure, level 10 human thief</p><p>15 pages</p><p> </p><p> <strong>Description:</strong> To get his hands on a vast treasure, Lykan the thief braves the dangers of White Fang, fighting off wolves and other fierce guardians.</p><p></p><p></p><p>Hope that helps.</p></blockquote><p></p>
[QUOTE="Luce, post: 6247664, member: 29760"] May I also suggest looking into adventure gamebooks. Those combine a branching plot novel with simple rp system. Some examples series: [URL="http://en.wikipedia.org/wiki/Blood_Sword"]Bloodsword[/URL] (A 5 book mini campaign to save the world, could use the provided 5 classes system for battle or use 1e with little twinging), [URL="http://www.projectaon.org/en/Main/Books"] Lone Wolf[/URL] (good vs evil, protagonist is warrior-monk, the link leads to legal online copy of the more then 26 books), [URL="http://richardhetley.files.wordpress.com/2013/09/avengerlowres.pdf"] The way of the Tiger[/URL] (6 books, OA 1e inspired story, the text of the first book provided from the [URL="http://www.kickstarter.com/projects/1615043334/the-way-of-the-tiger-gamebooks-new-collectors-edit"]kickstarter[/URL] page- [I]not a plug just wanted to site sources[/I]) Endless Quest (These books (~50) were the result of an Educational department established by TSR to develop curriculum programs for reading, math, history, and problem solving. IMO while not bad and may be the closest to "pure" D&D experience, those books are branching- novels. That is to say: no dice rolling, no battles, no continuity from book to book. Might be a good place to start for the younger readers, but The book "Claws of the Dragon" had been recently republished by WOC [URL="http://www.amazon.com/Dragon-Endless-Quest-Bruce-Algozin/dp/0786947195/ref=sr_1_1?ie=UTF8&qid=1389965876&sr=8-1&keywords=Claw+of+the+Dragon"]link[/URL]) Honestly, I like starting younger (or even some new) players on gamebooks. 1) An open choice campaign can be sometime intimidating and result in analysis-paralysis. The good ones can give you variety of choices, but still keep you on task. For example, the protagonist needs to get into a temple and there is a sentry. He could: A) Attack from a distance with a poison needle B) Try to sneak and silence him mano-a-mano C) Climb a wall to get to a window. 2) Improvement of reading level and vocabulary as well as gentle ease in. That is there is a lot of specific terminology both game and epoch specific, which I find those books take the time to explain without detracting from the narrative. 3) Re-playability. Some of those books have branching paths (which usually converge back at some point) Such as do you want to get from point A to B by land or by sea. Make a deal with fraction X instead of Y. The ability to explore different options can be very satisfying for new players. Also since it is a book one read and play during any spare time without of the need of a DM. Also I am not advocating to limit oneself to gamebooks exclusively, just that I find them a good gateway. And while I would not use those for bedtime stories (especially if there is dice rolling involved) I think them a good choice if one wishes to read to/with their children. Finally there are some of the solo adventures in Dungeon magazine: issue#9 [B]DJINNI'S RING, THE[/B] D&D Solo adventure, level 3 elf character 11 pages [B]Description:[/B] In DUNGEON's first solo adventure, Moonstone the elf must free a djinni trapped inside a magical ring. issue#12 [B]SCEPTRE OF THE UNDERWORLD[/B] AD&D Solo adventure, level 12 human fighter 14 pages [B]Description:[/B] A human fighter is hired to recover the sceptre of the underworld from an evil temple. issue#20 [B]WHITE FANG[/B] AD&D Solo adventure, level 10 human thief 15 pages [B]Description:[/B] To get his hands on a vast treasure, Lykan the thief braves the dangers of White Fang, fighting off wolves and other fierce guardians. Hope that helps. [/QUOTE]
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