D&D General Feedback Requested: 2 Hour D&D Scenario for Teachers

I guess they could all find a potion of healing in the gear left at the inn before they go looking for the teacher.

I ran a convention game where each person rolled a d20 at the start of the adventure to determine what bonus gear the received. Mostly a potion of healing or climbing or such, but the higher the roll the better the item. I think a 20 gave them gauntlets of ogre power or a pearl of power.

You could have the PCs just be recent graduates of the school chaperoning students. They could leave them at the inn when things fall apart or come up with other ideas.
 

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When I played and ran D&D 5th Edition for the first time in my life for people wholly unfamiliar with TRPGs we spent the first three to four hours talking to each other, a joke character, figuring out the character sheet and nearly dying to 4 1/4 CR Zombies. I feel like this is incredibly ambitious for 2 hours. Doubly so with 8 players. I am not sure if the most recent version of 5E is a suitable medium for introducing people unfamiliar with TRPGs with a "vertical slice" of roleplaying games.
 

When I played and ran D&D 5th Edition for the first time in my life for people wholly unfamiliar with TRPGs we spent the first three to four hours talking to each other, a joke character, figuring out the character sheet and nearly dying to 4 1/4 CR Zombies. I feel like this is incredibly ambitious for 2 hours. Doubly so with 8 players. I am not sure if the most recent version of 5E is a suitable medium for introducing people unfamiliar with TRPGs with a "vertical slice" of roleplaying games.
I've run one of these before in two hours, with a bit more combat but a little less RP. I use very simplified characters cards. And these are teachers who are able to lock in. Plus, I have two helpers to keep things moving so I don't have to pause everything to explain reactions to one person. Still, you're right that it'll be tight. If I have to, maybe I can leave out or drastically simplify the encounter with the animated objects.

D&D is pretty much the only option because of brand recognition.
 

I know you said you want to be able to play, and if 2 hours is tight; have you considered videos to accompany the game? You could make a few to explain what was planned and memory can serve as the reminder when plans meet mice or man.
 

I've run one of these before in two hours, with a bit more combat but a little less RP. I use very simplified characters cards. And these are teachers who are able to lock in. Plus, I have two helpers to keep things moving so I don't have to pause everything to explain reactions to one person. Still, you're right that it'll be tight. If I have to, maybe I can leave out or drastically simplify the encounter with the animated objects.

D&D is pretty much the only option because of brand recognition.
Can't it be Advanced D&D or DnD Basic then? Its all DnD. Especially if the teachers are like 40-50+ its what they most associate with DnD.
 

I always teach the current game. If people decide they want to keep playing, it gives them the most opportunities.

Anyway, the type game isn't up for debate; I'm using the current version of D&D, with a simplified character sheet. I'm more looking for feedback on the scenario, such as whether it is doable in two hours, alterations to encounter design, whether the plot makes sense, challenge difficulty, alternate creatures, etc. Whether it makes sense.
 

I always teach the current game. If people decide they want to keep playing, it gives them the most opportunities.

Anyway, the type game isn't up for debate; I'm using the current version of D&D, with a simplified character sheet. I'm more looking for feedback on the scenario, such as whether it is doable in two hours, alterations to encounter design, whether the plot makes sense, challenge difficulty, alternate creatures, etc. Whether it makes sense.
I think 5e lends itself to what you are trying to accomplish. And you are right, it's pretty easy to scapegoat that Drotch will just take them prisoner, and then maybe that halfling shows up to rescue them. ;) I mean, sometimes classroom lessons go awry too, but that doesn't mean we don't learn from them.
 



TTRPGS are amazing in terms of teaching and learning. They cover a huge portion of curriculum and exemplify inquiry-based, student-centred learning.

Game designers in general have a lot to teach teachers, IMO. For example, the first level of Super Mario Brothers is probably the most elegant distillation of essential teaching principles ever made.
 

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