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<blockquote data-quote="Paul3" data-source="post: 7611277" data-attributes="member: 6798172"><p>Thanks for the responses. I may have already said this, but the tough part is that I only have 10 day (20 hours) total to work with. That is why it is hard to use the kids as DMs (barring past experience). You need at least some experience getting a feel for the game before turning them loose on their own, especially since we are talking about 5th-8th graders. With 20 kids, it makes it tough to get them enough playtime before they have enough sense of the game to turn them loose. </p><p></p><p>As of now, I think I am going to start by putting them in 3 groups and then have them play 40 minutes "mini-sessions" while the other two groups watch, at least for a few days. I would love to hear recommendations for which published adventure to use. It needs to be sandboxy enough to turn loose 3 separate groups who obviously are going to head in many different directions. Still, I would like an overreaching plot that all groups are working towards but has a chance to be more or less resolved after those 20 hours (probably 7 hours per group). This obviously isn't enough time to take on an entire book, but which book has an introduction/beginning that could serve as a nice abbreviated plot. I am thinking Phandelver, but am open to ideas. I was hoping Waterdeep would have been a good fit, but I am worried that it is too investigative for kids who are just beginning and think I will need to hook them with more outright action before getting them comfortable enough to roleplay. </p><p></p><p>Once I get all groups into the game, I can give them more tasks to do while they are not playing....design a monster...design an encounter...make a map...design an NPC...etc.</p></blockquote><p></p>
[QUOTE="Paul3, post: 7611277, member: 6798172"] Thanks for the responses. I may have already said this, but the tough part is that I only have 10 day (20 hours) total to work with. That is why it is hard to use the kids as DMs (barring past experience). You need at least some experience getting a feel for the game before turning them loose on their own, especially since we are talking about 5th-8th graders. With 20 kids, it makes it tough to get them enough playtime before they have enough sense of the game to turn them loose. As of now, I think I am going to start by putting them in 3 groups and then have them play 40 minutes "mini-sessions" while the other two groups watch, at least for a few days. I would love to hear recommendations for which published adventure to use. It needs to be sandboxy enough to turn loose 3 separate groups who obviously are going to head in many different directions. Still, I would like an overreaching plot that all groups are working towards but has a chance to be more or less resolved after those 20 hours (probably 7 hours per group). This obviously isn't enough time to take on an entire book, but which book has an introduction/beginning that could serve as a nice abbreviated plot. I am thinking Phandelver, but am open to ideas. I was hoping Waterdeep would have been a good fit, but I am worried that it is too investigative for kids who are just beginning and think I will need to hook them with more outright action before getting them comfortable enough to roleplay. Once I get all groups into the game, I can give them more tasks to do while they are not playing....design a monster...design an encounter...make a map...design an NPC...etc. [/QUOTE]
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