Help me sell D&D to newbies!

I wouldn't suggest any of Dungeon magazine's adventure path for newbies. Heck, our veteran group found it so difficult and convoluted that the Shackled City nearly burned all of us out on D&D altogether.

What I'd suggest is a short adventure that can be played in around two hours. Keep it as simple as possible. Necromancer Games' The Wizard's Amulet can be played in around 2 hours, and it's for beginning players (and characters). It also comes with pregenerated characters. It's available for free download at their website, www.necromancergames.com.

Retreater
 

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Savage tide is kind of hard to do since it's not just information overload, it's also a given level of experience too.

My advice, try a few other modules, maybe something from Dragon or even Necromancer Games.

*recommends starting them out with A Wizard's Amulet* Or of Sound mind by our very own PC.

If it helps you can say "Hey I'll give you 50 dollars for each PC you make and bring friends!"

*figures bribery works in the real world...*
 

freyar said:
From my wife's conversation with them today, their big worry (in their limited RPG experience) comes from the perceived large time commitment (an afternoon a week).

Frankly, they're right. I've come to the conclusion that we could really do with a product which comprises about 20 short (4-hour) low-prep/no-prep adventures for 5th level characters, plus some really simple char-gen rules creating characters by selecting cards (one for race, one for class, and a handful for weapons/spells/special abilities). Remove character advancement. Use all the 'normal' d20 rules. Market the game for casual gamers, or for those occasions when the regular group is short/you have guests round/whatever.

Your best bet with newbies like that is to run a single short adventure (of a scale similar to that used for the "D&D Worldwide Gameday") for the players in one evening, with pregen characters of course. Then, suggest meeting for another short game in a couple of weeks. Then, gradually introduce the idea of building a campaign (or even just sneak it up on them - if they use the same characters each time, you handle the levelling up, and have the story start to refer back to itself).

Likewise, start with a very stripped-down form of roleplay (the classic dungeon crawl is ideal), but gradually try to have characters develop personalities, probably led by your wife (she's a gamer, no?), and certainly through the NPCs.

But the biggest selling point for D&D is a kick-ass DM. So, have at it!

Incidentally, if we do end up with a group (with me as DM), what sort of campaign do you recommend for a small group of d20 newbies?

Firstly, Core Rules Only, probably without House Rules (or no more than a few simplifying rules such as 'ignore encumberance'). Secondly, go for something simple and iconic for the first experience. "Red Hand of Doom" is a good choice, and I really like the look of "Shattered Gates of Slaughtergaard". "Shackled City" might also be a good choice - it seems to be the simplest of the Dungeon paths.
 

Del,

Simplest, yes, easiest? Hardly. You really need like 6 people to realistically handle some of the challenges.
 


I just ran "the burning plague" from the WotC site. It was a great intro adventure.

I'd suggest avoiding the adventure paths, too much for newbies.

The first D&D basic game was good for introducting kids to the game, haven't tried with adults, and I've never seen the new version.
 

Wizards Amulet from necromancergames, free download there still. Pregen chars are there as well with character background. Nice lead in to crucible of freya.

Should be possible to finish that one in 2-3 hours.
 

Zauk,

Eh I still like "Of Sound Mind" for most PCs.

Del,

Sokay. It is a good path, and a way for more experienced (but not like seriously experienced) PCs to go. I mean if they've done say "Return to the Temple of Elemental Evil", then yeah.
 

I have a knack for talking people into D&D. I find players everywhere. My big problem is that my regular group ... uhm ... isn't "newbie-condusive."

My sales pitch makes D&D analogous to improv comedy/writing a movie. Where people are in charge of what one character does. I'll use a major movie like the Matrix, and say one person would be in charge of Trinity, someone in charge of Neo, someone in charge of Morpheus ... and the "DM" is in charge of the bad guy and the plot. Otherwise it's a bunch of people getting around cracking jokes.

I would also highlight the event as opposed to the game. People can bring dishes, music, and you can even take a walk in the middle of it.

As far as the actual campaign I agree with whoever said to make it simple but cinmatically heroic. Save a town. Save a kid. Save the princess. Big heroic ending. Something that can be done in one sitting ...
 

I'd look at making it a once a fortnight thing. Four hours+ once a week is a big chunk of time for most people. At the moment my group is only a once a fortnight thing. Both myself and most of the players would like to make it weekly but it just isn't possible for me at this point in time.

I would also suggest episodic adventures. With new players keeping things simple is probably best to begin with.

Goodman Games "The Adventure Begins" might be a good book to look at.

Olaf the Stout
 

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