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Good Lord - I'm Taking Over 20+ Teen D&D Players
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<blockquote data-quote="Helldritch" data-source="post: 8643649" data-attributes="member: 6855114"><p>I used to do that weekly.</p><p>1) Take notes on who's who and who's playing with whom. When I had 16 different groups playing every two weeks, you can not imagine how much taking notes was important.</p><p></p><p>2) Keep it simple. Most integration need only to go up to level 3-5 range. Then they are good to go on their own.</p><p></p><p>3) Use only the rules in the PHB. They will read the rules, and some will be even contesting your ruling. Be ready to show them rule #0, the DM has the final say in a ruling. Be consistent from group to group.</p><p></p><p>4) Use "basic" adventures. Such as the: Keep on the Borderland (B1). Goodman Games did an astounding job with their conversion, but you do not need it. Most "basic" modules are on the Dungeon Master Guild as PDF. As a Librarian, you have access to a good printer I am sure. This means you only have to procure yourself 4 or 5 adventures to get the party going. I would go with: Keep on the borderland, The Lost City, Rahasia and Horror on the Hill. These are fairly easy to convert and not overly complicated. You could also go for the 3ed introduction adventures but the "basics" ones are really easy for a young audience to grasp and acclimate to. </p><p></p><p>IF you want to go up to level 5, then the "X" series will help a lot. But I would go with AD&D ones. Those with level 3 to 5 will be especially good. The Temple of Elemental Evil might also be a good choice. But usually, going up to 3rd and letting them go is the better solution. Be ready to have phone calls for clarifications at times.</p><p></p><p>5) If they have a DM (or one that is willing to take the role) just coach that person as that person is DMing. Help these persons to learn how to prepare and run the game. Just be a watcher and act as Co-DM. It works wonders.</p><p></p><p>I could go on, but these are the basics.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 8643649, member: 6855114"] I used to do that weekly. 1) Take notes on who's who and who's playing with whom. When I had 16 different groups playing every two weeks, you can not imagine how much taking notes was important. 2) Keep it simple. Most integration need only to go up to level 3-5 range. Then they are good to go on their own. 3) Use only the rules in the PHB. They will read the rules, and some will be even contesting your ruling. Be ready to show them rule #0, the DM has the final say in a ruling. Be consistent from group to group. 4) Use "basic" adventures. Such as the: Keep on the Borderland (B1). Goodman Games did an astounding job with their conversion, but you do not need it. Most "basic" modules are on the Dungeon Master Guild as PDF. As a Librarian, you have access to a good printer I am sure. This means you only have to procure yourself 4 or 5 adventures to get the party going. I would go with: Keep on the borderland, The Lost City, Rahasia and Horror on the Hill. These are fairly easy to convert and not overly complicated. You could also go for the 3ed introduction adventures but the "basics" ones are really easy for a young audience to grasp and acclimate to. IF you want to go up to level 5, then the "X" series will help a lot. But I would go with AD&D ones. Those with level 3 to 5 will be especially good. The Temple of Elemental Evil might also be a good choice. But usually, going up to 3rd and letting them go is the better solution. Be ready to have phone calls for clarifications at times. 5) If they have a DM (or one that is willing to take the role) just coach that person as that person is DMing. Help these persons to learn how to prepare and run the game. Just be a watcher and act as Co-DM. It works wonders. I could go on, but these are the basics. [/QUOTE]
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