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General Tabletop Discussion
*Dungeons & Dragons
Against the Slave Lords/Dungeons of dread books...or another module/campaign?
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<blockquote data-quote="jamesmanhattan" data-source="post: 6231689" data-attributes="member: 75838"><p>Starting with a new group is like starting a book club. You want to start with something very engaging, and definitely not something extremely long. You don't want the first book of book club to be "War & Peace". I'd stay away from "Against the Slavers", as well as "Desert of Desolation" and even sadly "Red Hand of Doom" as they are very long. </p><p></p><p>Give your group something that lasts maybe a month and gives them that exciting experience of beginning, middle, and ends in a big bang, where they defeat the villain, save the town, and feel the excitement of triumph.</p><p></p><p>See how that goes, and if it gets them hooked, then move into the longer stuff.</p><p></p><p>A lot of those older modules that are good were "Expert" modules back then. Which meant they leave a lot of stuff out figuring the DM could make up the details themselves. Reading them now, I find all sorts of vagaries, stuff the DM is supposed to make up. Like Isle of Dread, it's very open and vague, but an experienced DM could fill it in. I'd shy away from those as well. "Secret of Bone Hill" is nigh unreadable.</p><p></p><p>I'd recommend:</p><p><u>Kill Bargle!</u> - DungeonMag#150 - literally 90% of the monsters are in the D&D Next Bestiary already. It's a 3.5 reprint of the one of the most classic adventures ever, the one from the 1983 Red Box. </p><p><u>Crown of the Kobold King</u> -from Paizo. It's chock full of NPC's to save and interact with, easily convertible, all classic monsters. I'd get rid of the crappy Vargoilles!</p><p><u>Sinister Secret of Saltmarsh</u> is great run all by itself. The sequels suck, but you could easily go into any other adventures from there, as long as they have some connection to pirates or weapon smuggling.</p><p><u>Against the Cult of Reptile God</u> is one of my favorites. It takes a lot of reading, but is worth it when you finally see how it will all play out. Make the crazy blacksmith attack, and see what ensues. Don't forget to keep offering them wine.</p><p><u>Village of Hommlet</u> all by itself actually contains some very nice situations. Gloss over the town, unless your players enjoy interviewing farmers, and jump to the Moathouse. Skip "Temple of Elemental Evil" unless you have friends in college or high school with hundreds of hours of free time.</p><p><u>Night's Dark Terror</u> is also extremely long, but I really like it. Plus, you can take just the beginning, which is awesome, and change what you need from there to go in any direction you want. But changing and editing falls into the "expert" department again.</p><p></p><p></p><p>Other's you may be interested in</p><p><u>Trouble at Grog's</u> lvl 1 town investigation in DungeonMag#4</p><p><u>Dungeon of the Fire Opal</u> lvl 3 in Dungeon Mag#84 - a somewhat longer dungeon crawl, but full of crafty NPC's and story to figure out while exploring.</p><p></p><p>What's funny is you can usually just google for those magazines and find the pdfs.</p></blockquote><p></p>
[QUOTE="jamesmanhattan, post: 6231689, member: 75838"] Starting with a new group is like starting a book club. You want to start with something very engaging, and definitely not something extremely long. You don't want the first book of book club to be "War & Peace". I'd stay away from "Against the Slavers", as well as "Desert of Desolation" and even sadly "Red Hand of Doom" as they are very long. Give your group something that lasts maybe a month and gives them that exciting experience of beginning, middle, and ends in a big bang, where they defeat the villain, save the town, and feel the excitement of triumph. See how that goes, and if it gets them hooked, then move into the longer stuff. A lot of those older modules that are good were "Expert" modules back then. Which meant they leave a lot of stuff out figuring the DM could make up the details themselves. Reading them now, I find all sorts of vagaries, stuff the DM is supposed to make up. Like Isle of Dread, it's very open and vague, but an experienced DM could fill it in. I'd shy away from those as well. "Secret of Bone Hill" is nigh unreadable. I'd recommend: [U]Kill Bargle![/U] - DungeonMag#150 - literally 90% of the monsters are in the D&D Next Bestiary already. It's a 3.5 reprint of the one of the most classic adventures ever, the one from the 1983 Red Box. [U]Crown of the Kobold King[/U] -from Paizo. It's chock full of NPC's to save and interact with, easily convertible, all classic monsters. I'd get rid of the crappy Vargoilles! [U]Sinister Secret of Saltmarsh[/U] is great run all by itself. The sequels suck, but you could easily go into any other adventures from there, as long as they have some connection to pirates or weapon smuggling. [U]Against the Cult of Reptile God[/U] is one of my favorites. It takes a lot of reading, but is worth it when you finally see how it will all play out. Make the crazy blacksmith attack, and see what ensues. Don't forget to keep offering them wine. [U]Village of Hommlet[/U] all by itself actually contains some very nice situations. Gloss over the town, unless your players enjoy interviewing farmers, and jump to the Moathouse. Skip "Temple of Elemental Evil" unless you have friends in college or high school with hundreds of hours of free time. [U]Night's Dark Terror[/U] is also extremely long, but I really like it. Plus, you can take just the beginning, which is awesome, and change what you need from there to go in any direction you want. But changing and editing falls into the "expert" department again. Other's you may be interested in [U]Trouble at Grog's[/U] lvl 1 town investigation in DungeonMag#4 [U]Dungeon of the Fire Opal[/U] lvl 3 in Dungeon Mag#84 - a somewhat longer dungeon crawl, but full of crafty NPC's and story to figure out while exploring. What's funny is you can usually just google for those magazines and find the pdfs. [/QUOTE]
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Against the Slave Lords/Dungeons of dread books...or another module/campaign?
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