ChampaignSupernova
First Post
Hey fellow DFers. Could use a bit of help. I have returned to the DMs seat after being away from the game for about 9 years. Just had my first session with wife and granddaughter. The session was good, we played a few hours and got a couple of rooms done using the sample dungeon in the back of the Holmes rulebook. The group consists of a fighter (my wife) an illusionist (my granddaughter) and a thief that I threw in to be a catalyst to go adventuring and also as a bit of extra help. So when we quit, they decided to go back to town and get some henchmen. Probably a cleric. They figured out that would give them a magic user, a muscle, a scout and, if they hired a cleric, a healer.
I was plesantly suprised because the minute the thief approached them they immediately began playing as if they were their characters. They planned in character, they talked to the thief in character, they even went into town to learn rumors in character. I didn't prompt them to search for rumors or to play in character. This was the first time either of them played an rpg. Most of the last 9 years has been spent playing MMOs. We decided to get off the computer and play D&D as a family thing to do.
What I am wondering is how much help do I give them? Being new, they have no idea of the endless possibilities. There are things that I would do in a dungeon because I have been playing since 1980, that they wouldn't automatically think of. Like I am trying to teach them as much as I can without giving them answere. They figured out not to let the thief take up the back in the marching order and were leary of letting her carry some of the treasure til the thief pointed out that she didn't slit their throats when they were KOed. But like for example, lighting. Do I make them discover the range of each light source or do I tell them up front, if you had this type it would allow you to see furthest in the dungeons? Basically I need to find out what their characters would know vs. what they know playing their first session, and how to balance that out if that makes any sense.
I was plesantly suprised because the minute the thief approached them they immediately began playing as if they were their characters. They planned in character, they talked to the thief in character, they even went into town to learn rumors in character. I didn't prompt them to search for rumors or to play in character. This was the first time either of them played an rpg. Most of the last 9 years has been spent playing MMOs. We decided to get off the computer and play D&D as a family thing to do.
What I am wondering is how much help do I give them? Being new, they have no idea of the endless possibilities. There are things that I would do in a dungeon because I have been playing since 1980, that they wouldn't automatically think of. Like I am trying to teach them as much as I can without giving them answere. They figured out not to let the thief take up the back in the marching order and were leary of letting her carry some of the treasure til the thief pointed out that she didn't slit their throats when they were KOed. But like for example, lighting. Do I make them discover the range of each light source or do I tell them up front, if you had this type it would allow you to see furthest in the dungeons? Basically I need to find out what their characters would know vs. what they know playing their first session, and how to balance that out if that makes any sense.