I agreed to be the advisor to a high school D&D club, and while I was amazed to see the turn out at the first meeting (including athletes, student leaders, etc…not like in my day!) it was a total cluster$&#% because they insisted on starting with character creation.I estimate that I've taught somewhere around a thousand people to play D&D (various editions) over nearly thirty years of owning my comic and game store. All ages (even grandparents).
It's going to be a big job, but it should be fun and rewarding. I can't think of anything off the top of my head to add to what others have said. You sound like you have it under control, though.
Oh! One piece of advice: Always use pregens for first-time players. There's nothing I find more annoying than watching (or hearing about) people trying to teach a new player the game by starting out making them make characters. You can't make decisions for your character when you don't know what any of it means. Get everyone to play at least one solid session first before they make their own character. (You can, however, get them to choose from a stack of pregens, but I'd limit each player to choose from two or three, tops.)
I agreed to be the advisor to a high school D&D club, and while I was amazed to see the turn out at the first meeting (including athletes, student leaders, etc…not like in my day!) it was a total cluster$&#% because they insisted on starting with character creation.
It might be easier to teach some of the older teens to DM, rather than try to train an adult who has no background in fantasy. Teaching someone the genre tropes may well be more difficult than teaching the rules.A little background. I'm a librarian by trade, and word has gotten around that I'm experienced in the RPG hobby. A library in a neighboring county has created a successful D&D program with over 20 teenagers participating on a biweekly basis. The problem is that their staff member/resident DM/etc. has resigned his position. So now I've been asked to teach others on their staff how to DM (many the first time playing the game) to be ready in a couple weeks. I'll be there to help transition the club to new DMs, show them how to run, etc.
Has anyone been in a similar situation? Or do you have words of encouragement? Or just want to laugh at the predicament of the resident ENWorld pessimist who regularly laments "I'll never be able to run an in-person game of D&D ever again."
I think it was from back in 3E but did they ever update Hollow's Hope to 5E. I recall those being pretty short intro adventures and free.One thing I am trying to find is a good list of 1-2 hour adventures that could be run in the timeframe of their meetings. I know Adventurers League has some of these, but I can't find a good way of filtering them from the 4 hour adventures.
Otherwise it's chopping up an adventure to fit in the timeframe or risking one group getting ahead of the others.
I've run it in 5e, it's pretty easy to convert.did they ever update Hollow's Hope to 5E
Check out one-page dungeons. I've never used any except for Dib, but these are all pretty short and straight forward. BUT, they rarely include maps, so you'll have to address that as maps will be important to this group since many/all of them have their own minis.One thing I am trying to find is a good list of 1-2 hour adventures that could be run in the timeframe of their meetings. I know Adventurers League has some of these, but I can't find a good way of filtering them from the 4 hour adventures.
Otherwise it's chopping up an adventure to fit in the timeframe or risking one group getting ahead of the others.