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DM Gets Back in the Saddle after 9 Years. Could Use Help.

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.
 

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If the PCs are say twenty years old, they should know stuff that someone of their age who has lived in that world would know. I would certainly tell them the range of light sources! I'd tell a Dwarf about typical dungeon features, I'd tell a Thief that chests are often trapped, etc. Think about what general knowledge they would have acquired in the process of becoming first level adventurers. You can also give them INT checks if you're not sure whether they'd know a particular fact. But in general err on the side of generosity - give them the info, then let them decide what to do with it.
 

I agree with S'mon. Also mention the existence of secret doors and similar stuff. I think that the introductory part of B3 The Palace of the Silver Princess is perfect in this regard. The first few rooms are presented as a choose your own path adventure that the DM reads to the players and it teaches them the basics of dungeon delving.
 


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