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<blockquote data-quote="Blue" data-source="post: 8164247" data-attributes="member: 20564"><p>Running for my kids and niece & nephew. I've described it as a "teaching campaign" and am making sure to throw a lot of different types of things at them to learn from, and afterwards pulling back the curtain some to talk about it. Like their first dungeon crawl, how I did a magician's force, how I (mostly) ensured one of them would get diseased by death dogs so they would have to search out the Witch of the Woods, etc.</p><p></p><p>Anyway, I figured I'd runa module for them, since normally everything I do is homebrew. I had recently seen a recommendation for "Stolen for Stitches" on DMsguild, which billed itself as a 3-hour adventure for levels 5-10. They have four level four characters but adjusting encounter deadliness is easy.</p><p></p><p>Well, they're about four hours into it and about 25% of the way done. I don't say that as any slight on the module - as a resolution-focused one-shot I can easily see the listed three hours. But my group is very heavy on RP and also very easily distracted (ah, the joys of ADHD). Though since I run (and play) heavy on RP myself that's not something I can "blame" on them.</p><p></p><p>Again it's interesting watching the differences between what I would expect from veteran players and new ones. For instance there's a time sensitivity to the hook, but they found it out when arriving in Mirepool late in the evening. Still, they decided to go out immediately - three of the four have darkvision. (Going to get a bit vague to preserve the module.) They accomplished part of the objective and encounters an NPC who could help them, but turned back. Now, it was very much the emotional load of the partial objective, and it actually hit two of the characters right in their backstories/call-to-adventure so they wanted to return what they could to the town ASAP. And then, once there and because they were badly hurt, they rested for the night.</p><p></p><p>I would have either expected them to set out in the morning in the first place, when everyone could see, or if they were worried about time pressure to go out in the evening to continue to push forward. Actually what they did works out to be pretty smart tactically - they will be refreshed in the morning and have a lead which should make up for the time spent traveling back.</p><p></p><p>On the other hand, one thing that I wouldn't say is different than veteran players is the quality of roleplay. I don't know if they just had a lot more exposure to it via various things on the internet but they all have well developed personalities, show emotions, do things in character that aren't always the smartest, and just RP the heck out of everything. It took me a number of years playing to get to what they do now. It's a real blast to run for them.</p></blockquote><p></p>
[QUOTE="Blue, post: 8164247, member: 20564"] Running for my kids and niece & nephew. I've described it as a "teaching campaign" and am making sure to throw a lot of different types of things at them to learn from, and afterwards pulling back the curtain some to talk about it. Like their first dungeon crawl, how I did a magician's force, how I (mostly) ensured one of them would get diseased by death dogs so they would have to search out the Witch of the Woods, etc. Anyway, I figured I'd runa module for them, since normally everything I do is homebrew. I had recently seen a recommendation for "Stolen for Stitches" on DMsguild, which billed itself as a 3-hour adventure for levels 5-10. They have four level four characters but adjusting encounter deadliness is easy. Well, they're about four hours into it and about 25% of the way done. I don't say that as any slight on the module - as a resolution-focused one-shot I can easily see the listed three hours. But my group is very heavy on RP and also very easily distracted (ah, the joys of ADHD). Though since I run (and play) heavy on RP myself that's not something I can "blame" on them. Again it's interesting watching the differences between what I would expect from veteran players and new ones. For instance there's a time sensitivity to the hook, but they found it out when arriving in Mirepool late in the evening. Still, they decided to go out immediately - three of the four have darkvision. (Going to get a bit vague to preserve the module.) They accomplished part of the objective and encounters an NPC who could help them, but turned back. Now, it was very much the emotional load of the partial objective, and it actually hit two of the characters right in their backstories/call-to-adventure so they wanted to return what they could to the town ASAP. And then, once there and because they were badly hurt, they rested for the night. I would have either expected them to set out in the morning in the first place, when everyone could see, or if they were worried about time pressure to go out in the evening to continue to push forward. Actually what they did works out to be pretty smart tactically - they will be refreshed in the morning and have a lead which should make up for the time spent traveling back. On the other hand, one thing that I wouldn't say is different than veteran players is the quality of roleplay. I don't know if they just had a lot more exposure to it via various things on the internet but they all have well developed personalities, show emotions, do things in character that aren't always the smartest, and just RP the heck out of everything. It took me a number of years playing to get to what they do now. It's a real blast to run for them. [/QUOTE]
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