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Help me sell D&D to newbies!
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<blockquote data-quote="delericho" data-source="post: 3256251" data-attributes="member: 22424"><p>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.</p><p></p><p>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).</p><p></p><p>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.</p><p></p><p>But the biggest selling point for D&D is a kick-ass DM. So, have at it!</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="delericho, post: 3256251, member: 22424"] 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! 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. [/QUOTE]
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