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Good Lord - I'm Taking Over 20+ Teen D&D Players
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<blockquote data-quote="ArwensDaughter" data-source="post: 8645489" data-attributes="member: 6804968"><p>I ran a D&D table at my local library before a move and the pandemic brought that to an end. A few observations/tips, some of which may not apply to your situation, so no worries if you don’t find them helpful.</p><p></p><p>-I required new players to use pregens for three sessions; then they were allowed to create new characters, at the level of their pregens.</p><p></p><p>-I found DnDBeyond invaluable for creating pregens. (I don’t remember how you feel about DDB, but serviceable pregens can be created while only using the free options). </p><p></p><p>-I found a dice “cheat sheet” on DMs Guild that I printed out and made available, as I found keeping the dice straight was a challenge for new players—and may be for staff/DMs new to RPGs as well</p><p></p><p>-I used both AL modules and a hardcover. Short AL modules were definitely a better fit for that setting (and I would think especially so given how many teens are involved in the program you are helping to transition). I shifted to a hardcover only because we had finished the SKT tier 1 series, that season was not designed to move from the tier 1 to the tier 2 adventures, and the only other AL season with 2 hour adventures at that time was COS. I can’t stand the horror genre, so that was out. We made TOA as a hardcover work, but individual modules would have been better. (And far less intimidating to new DMs)</p><p></p><p>-You probably know this already, but it’s a good idea for the library to have extra dice sets, one or more battle mats with dry/wet erase markers and the like available. I used Pathfinder pawns and Sorry! Pawns much of the time, although IIRC you said they can 3D print minis.</p><p></p><p>-D&D Beyond offers (or at least used to offer) a “club” program that allows for more campaign sharing etc. If that’s of interest to you/library staff in this situation and you have trouble finding info on it, let me know and I’ll see if I can track it down for you.</p><p></p><p>-It sounds like most of the teens have some experience, but another thing I found helpful when teaching newbies was to use a highlighter to color code their character sheet. (Presuming the player isn’t colorblind). Then when I asked for info from the sheet, I could say: What’s your AC? It’s that number in Green. Or “add your Perception modifier; it will be in the list that’s highlighted in yellow.”</p><p></p><p>-If you are wanting to run the staff through at really short (like 1 hour) adventure that introduces all three major pillars, I found one several years ago that my son and I modified to use for a D&D session at his high school’s “May Day” they let students choose from a variety of fun “classes” for the day. I’d have to hunt for it, but let me know if it would be helpful and I’ll post a link.</p></blockquote><p></p>
[QUOTE="ArwensDaughter, post: 8645489, member: 6804968"] I ran a D&D table at my local library before a move and the pandemic brought that to an end. A few observations/tips, some of which may not apply to your situation, so no worries if you don’t find them helpful. -I required new players to use pregens for three sessions; then they were allowed to create new characters, at the level of their pregens. -I found DnDBeyond invaluable for creating pregens. (I don’t remember how you feel about DDB, but serviceable pregens can be created while only using the free options). -I found a dice “cheat sheet” on DMs Guild that I printed out and made available, as I found keeping the dice straight was a challenge for new players—and may be for staff/DMs new to RPGs as well -I used both AL modules and a hardcover. Short AL modules were definitely a better fit for that setting (and I would think especially so given how many teens are involved in the program you are helping to transition). I shifted to a hardcover only because we had finished the SKT tier 1 series, that season was not designed to move from the tier 1 to the tier 2 adventures, and the only other AL season with 2 hour adventures at that time was COS. I can’t stand the horror genre, so that was out. We made TOA as a hardcover work, but individual modules would have been better. (And far less intimidating to new DMs) -You probably know this already, but it’s a good idea for the library to have extra dice sets, one or more battle mats with dry/wet erase markers and the like available. I used Pathfinder pawns and Sorry! Pawns much of the time, although IIRC you said they can 3D print minis. -D&D Beyond offers (or at least used to offer) a “club” program that allows for more campaign sharing etc. If that’s of interest to you/library staff in this situation and you have trouble finding info on it, let me know and I’ll see if I can track it down for you. -It sounds like most of the teens have some experience, but another thing I found helpful when teaching newbies was to use a highlighter to color code their character sheet. (Presuming the player isn’t colorblind). Then when I asked for info from the sheet, I could say: What’s your AC? It’s that number in Green. Or “add your Perception modifier; it will be in the list that’s highlighted in yellow.” -If you are wanting to run the staff through at really short (like 1 hour) adventure that introduces all three major pillars, I found one several years ago that my son and I modified to use for a D&D session at his high school’s “May Day” they let students choose from a variety of fun “classes” for the day. I’d have to hunt for it, but let me know if it would be helpful and I’ll post a link. [/QUOTE]
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