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General Tabletop Discussion
*TTRPGs General
Best 1st level module/advice for new players?
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<blockquote data-quote="dmjeffk" data-source="post: 2437093" data-attributes="member: 11546"><p>The best bet is to just write something yourself. You can tailor it to the PCs you have, and introduce them to the game slowly, scaling your encounters as they go. Start off in a public locale and take time describing the people and things around them. Let the PCs talk to each other and talk to some of the NPCs. Roleplay an interaction with an NPC merchant or innkeeper. Give them a chance to to get in character. Then drop in an action encounter, like a thief trying to pickpocket a player, two kobolds jump out of the sewer and steal some fruit from a merchant before fleeing. This will give new players a chance to learn about things like initiative, attack roles, different types of actions etc. Then you drop the plot hook. Kobolds have infested the sewers because something forced them out of their caves or the pickpocket is trying to make money the only way he can to buy back his sister who was taken by slavers.</p><p></p><p>Modules like the Sunless Citadel seemed to be too much "enter the dungeon, go to the next room and 1. fight a monster 2. avoid a trap 3. solve a puzzle or 4. talk to an npc. My players always fall into two modes quickly. "Roleplaying mode" or "dungeoneering mode" where they either got into character or methodically tackled the challenged put forth.</p></blockquote><p></p>
[QUOTE="dmjeffk, post: 2437093, member: 11546"] The best bet is to just write something yourself. You can tailor it to the PCs you have, and introduce them to the game slowly, scaling your encounters as they go. Start off in a public locale and take time describing the people and things around them. Let the PCs talk to each other and talk to some of the NPCs. Roleplay an interaction with an NPC merchant or innkeeper. Give them a chance to to get in character. Then drop in an action encounter, like a thief trying to pickpocket a player, two kobolds jump out of the sewer and steal some fruit from a merchant before fleeing. This will give new players a chance to learn about things like initiative, attack roles, different types of actions etc. Then you drop the plot hook. Kobolds have infested the sewers because something forced them out of their caves or the pickpocket is trying to make money the only way he can to buy back his sister who was taken by slavers. Modules like the Sunless Citadel seemed to be too much "enter the dungeon, go to the next room and 1. fight a monster 2. avoid a trap 3. solve a puzzle or 4. talk to an npc. My players always fall into two modes quickly. "Roleplaying mode" or "dungeoneering mode" where they either got into character or methodically tackled the challenged put forth. [/QUOTE]
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