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<blockquote data-quote="steeldragons" data-source="post: 5693375" data-attributes="member: 92511"><p>Congratulations! I wish I had such titles under my mantle. I think you should make sure to always have a scepter on hand just dso the peons don't forget who they're dealing with! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p></p><p></p><p>Sounds like Keep on the Borderlands to me...already written and ready for use...and perfect for beginners. Yes, it is more combat than anything else.</p><p></p><p>But, no reason you can't throw in a trap here or a puzzle there to give them a taste of everything they might be doing.</p><p></p><p>That said, I think gettign the characters familiar and comfortable with the rules is key for "first" exposure. So a lot of combat works. Puzzles and traps and other things can be thrown in in later ("sooner than later") sessions. With the caveat, perhaps, that this is a "thinking" adventure more than a 'hitting stuff" adventure...but hitting stuff should definitely still be in play.</p><p></p><p></p><p></p><p>Sounds, well, pretty exactly what i would have said.</p><p></p><p>If the Keep isn't your bag, I find the <strong><em>Secret of Saltmarsh </em></strong>to be an excellent starting point...and it has the advantage of have two more modules extending the same storyline. A player can get from 1st to...7th (??? I'm working off my, admittedly faulty, memory here) following the three modules. WAY less work for you, my lord DM of Ceremonies! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>They are, I think quite well written and nicely illustrated. With plenty of combat but also intrigue, investigation, lots of RP opportunities...and if you test things out, and everyone is "itching for more", <em>Saltmarsh </em>can easily be used as a single, neatly wrapped, adventure.</p><p></p><p></p><p></p><p>This, also, is excellent advice. I am more prone to long extended campaigns with multiple plots, but I am also dealing (generally speaking) with more experienced players.</p><p></p><p>For beginners, maybe 5 rooms is really all they need to whet the appetite.</p><p></p><p>But 5 or 50, I do hold to my earlier conviction that the idea is to get the [new] PLAYERS, not characters, accustomed to a rules set they know and understand...at least as far as the overall combat mechanic...and roleplay too (whether you're using roleplayng skills -diplomacy, imtimidate, and such OR just relying on the player input for RP). I admit, I am not familiar with BFRPG's mechanics.</p><p></p><p>You can generally expect people will come back at least ONCE (if they don't feel totally ostrosized) to see what it's all about. So a session or two about the major mechanics with the understanding that things will grow and change after everyone's (or most people in the group) are good.</p><p></p><p>After that...let the creativity flow.</p><p></p><p>I would say, introducing new players to "the classics" is never a bad thing. Have them all start meeting in a tavern, for starters. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Have fun and GOOD LUCK! Congrats on bringing in a fresh batch of hopeful gamers to the hobby. That, regardless of the adventure you run, is AWESOME!</p><p></p><p>--Steel Dragons</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5693375, member: 92511"] Congratulations! I wish I had such titles under my mantle. I think you should make sure to always have a scepter on hand just dso the peons don't forget who they're dealing with! ;) Sounds like Keep on the Borderlands to me...already written and ready for use...and perfect for beginners. Yes, it is more combat than anything else. But, no reason you can't throw in a trap here or a puzzle there to give them a taste of everything they might be doing. That said, I think gettign the characters familiar and comfortable with the rules is key for "first" exposure. So a lot of combat works. Puzzles and traps and other things can be thrown in in later ("sooner than later") sessions. With the caveat, perhaps, that this is a "thinking" adventure more than a 'hitting stuff" adventure...but hitting stuff should definitely still be in play. Sounds, well, pretty exactly what i would have said. If the Keep isn't your bag, I find the [B][I]Secret of Saltmarsh [/I][/B]to be an excellent starting point...and it has the advantage of have two more modules extending the same storyline. A player can get from 1st to...7th (??? I'm working off my, admittedly faulty, memory here) following the three modules. WAY less work for you, my lord DM of Ceremonies! :D They are, I think quite well written and nicely illustrated. With plenty of combat but also intrigue, investigation, lots of RP opportunities...and if you test things out, and everyone is "itching for more", [I]Saltmarsh [/I]can easily be used as a single, neatly wrapped, adventure. This, also, is excellent advice. I am more prone to long extended campaigns with multiple plots, but I am also dealing (generally speaking) with more experienced players. For beginners, maybe 5 rooms is really all they need to whet the appetite. But 5 or 50, I do hold to my earlier conviction that the idea is to get the [new] PLAYERS, not characters, accustomed to a rules set they know and understand...at least as far as the overall combat mechanic...and roleplay too (whether you're using roleplayng skills -diplomacy, imtimidate, and such OR just relying on the player input for RP). I admit, I am not familiar with BFRPG's mechanics. You can generally expect people will come back at least ONCE (if they don't feel totally ostrosized) to see what it's all about. So a session or two about the major mechanics with the understanding that things will grow and change after everyone's (or most people in the group) are good. After that...let the creativity flow. I would say, introducing new players to "the classics" is never a bad thing. Have them all start meeting in a tavern, for starters. :D Have fun and GOOD LUCK! Congrats on bringing in a fresh batch of hopeful gamers to the hobby. That, regardless of the adventure you run, is AWESOME! --Steel Dragons [/QUOTE]
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