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lowkey13
Guest
*Deleted by user*
Okay folks, I am appealing to the collective brain trust of enworld for a solution to this problem. Let's see what we all can come up with!
Background. In addition to my other duties (hating on Paladins, DMing for grognards, occasionally working) I run the occasional game/campaign for the kids/teens in the area. The goal is always, always to get them to enjoy it and have fun, so that they go off and run their own campaigns. Teach a man to fish, and all that. Also? I like having my own free time occasionally! Anyway, it's been really successful so far.
My general approach for these groups is to run through LMoP (Lost Mines) which I think is an absolutely perfect 5e starter module, and then, if more seasoning is needed, I run them through a few converted mid-level 1e modules (since 5-12 is the "sweet spot" for 1e modules, IMO). By that time, they usually have learned enough to go off and play their own campaigns.
The Problem. So one of the groups that went off lost some of their players. Now, two of those original kids in question want to run another campaign with me as the DM and five new players. For a seven-person campaign. Due to peer pressure (aka, other parents) I have agreed to do so. The problem is I can't use the old tried and true (LMoP) because two of them will have already played it! And they all want to get together for a character creation session and gaming coming up.
...sigh...
I've already thought about U1 (Sinister Secret) and worry that it might be a little too cerebral and old school as an introduction.* So ... at this point I'm thinking ... B2?
Your Solutions. Fundamentally, I am operating under the following restrictions/ideas:
a. Characters are starting at 1st level. So, low level adventure.
b. Most of the players will have absolutely no knowledge of D&D, or even RPGs, although they are enthusiastic.
c. Skill levels on the players should be fine (6th and 7th grade) in terms of understanding, math, vocab., etc., except for not knowing D&D concepts.
d. I'd like something that would catch their attention, but not necessarily have too much intrigue or required deep thought for the first adventure or two until they get used to it.
e. I am pretty good at converting 1e and B/X modules on the fly, and I have most of them.
So, what do y'all think? Any great ideas?
*U1 is great, but I think it works best as a low-level adventure after you already understand what D&D is. Maybe.
So, what do y'all think? Any great ideas?
*U1 is great, but I think it works best as a low-level adventure after you already understand what D&D is. Maybe.