Why start in town when you can start at the dungeon?What I really need is something for the first 15 minutes.
Four blank slates stand in the middle of a dusty town with noting but the shirts on their back and the blades at their sides.
What now?
Names of adventures? Primeval Thule is published by Sasquatch Game Studio, and here is their DrivethruRPG page:Correct. Once the players and GM know that. Which won't be until after an adventure or two has been played. Everyone has suggestions how to continue an established campaign, but that's useless when you have not started a campaign yet.
Do you have any names?
No offense but that's a nothingburger of a premise. Surely you have more of a sense of place and conflict? It's the GM's job to come up with interesting, evocative questions to pose and discover the answers through play.What I really need is something for the first 15 minutes.
Four blank slates stand in the middle of a dusty town with noting but the shirts on their back and the blades at their sides.
What now?
I feel I've addressed this pretty extensively. Have the players author goals or beliefs for their PCs. (Using the language of 4e D&D, these would be player-authored quests.) Then start with some situation or call to action that engages some or all of that.What I really need is something for the first 15 minutes.
Four blank slates stand in the middle of a dusty town with noting but the shirts on their back and the blades at their sides.
What now?
"Acolyte of Darkness"What I really need is something for the first 15 minutes.
Four blank slates stand in the middle of a dusty town with noting but the shirts on their back and the blades at their sides.
What now?
I am not at all a fan of Hickmann's work. I think almost everything that's wrong (in my eyes) with D&D today can be traced back to the terrible idea that was Dragonlance. I think the widespread adoption of scripted adventures was a disaster for RPGs.
I'm struggling to reconcile what you say here with your approach in this thread. Why are you looking for a pre-scripted adventure for S&S RPGing?I think even though I very much dislike the modern type of adventures that evolved from it, I think the original idea to have the players be participants of a story rather than sieving through what's left after a story had basically ended was actually quite briliant.
The big problem is when specific scenes are scripted in a way that requires that previous scenes have to happen in specific ways, and that the GM has to manipulate the actions taken by the players to ensure that the outcome of each scene follows the script.
At this point, you're no longer playing a game. You're performing a stage play. In which the main actors do not know the script and what they are requited to do. Players can still chose how they want to fight the battle, but their choices do not affect the outcome of the battle. The script dictates which battles will be won or lost. And players understand that, so there is little real pressure or incentive to do something smart.
Players enjoy listening to the story they are being told while rolling the (largely irrelevant) dice. But when you already have everyone at the table with characters and dice, it's just such a shame that the time is not being spend creating a new unknown story in a way that no other narrative medium can.
That this has been the defauly for published adventures and how GMs are taught to create their own content for the last three decades is the great tragedy of RPGs.
What I really need is something for the first 15 minutes.
Four blank slates stand in the middle of a dusty town with noting but the shirts on their back and the blades at their sides.
What now?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.