JamesonCourage
Adventurer
TL;DR: Need some system-less ideas on a good beginning adventure for level 1 D&D characters for 4-5 brand new RPG players.
Full Story:
Okay, so I moved to Portland, Oregon on the 1st, leaving behind my gaming group (and close friends and family). However, my best friend does move here, and I've met a lot of people through her rather quickly. They brought up me running a D&D game for them. "A new gaming group! This quickly? Awesome!" I thought.
Turns out, only my best has played before, and it was for two sessions. Nobody else has ever even played an RPG (outside of CRPGs). This has not happened to me since I introduced my group (and close friends) to gaming about twelve years ago.
Now, I won't literally be playing D&D. I'll be using my RPG (because I just can't bring myself to go back to any edition of D&D at this point). While it's normally point-buy, I wanted something simpler for brand new TTRPG players. I've pre-spent points and made D&D classes (Monk, Wizard, etc.) and D&D races (halfling, half-elf, etc.).
So, though the rules will be different, the players will be in a D&D-esque settitng. While I normally run sandbox games, one player has asked very directly for a story with a beginning, a middle, and an end (he wants some resolution, likely from his time playing CRPGs). He has said that he wants to at least start that way. I told him that I'd do that, then.
So, my explicit plan to the group (as in, I've told them this is my plan) is to start a game with a very obvious hook, run them through that mini-adventure, and then end it. At the end, I'll say "do you guys want to keep playing D&D?" After they say yes (because they will*), I'll ask them if anyone wants to keep playing these same characters. People that want to can, and others can swap out. Some may want the same character but a new class, and I'll allow retraining (and we'll come up with how and why that happened). Then we'll either start a new group (if everyone wants to swap characters, which they all won't), or we'll carry on. I'll ask if they want another adventure, or if they want to sandbox. I expect "another adventure" for these new players, but we'll see.
*I know, I know, the players always ruin the GM's assumptions. I hope I don't jinx myself by assuming they'll want to keep playing.
So, before I can comment on the adventure, I do know what two of the players are going to be playing (as in they just made characters last night).
Anyway, my current (really vague) thought process for an "adventure" goes something like this: the players all know one another. They are in a village at some sort of festival or something. Something happens to draw a very experienced group of adventurers away (an attack, someone asking for help, etc.), but it's obviously big enough that the players know they can't help (like a dragon attack... they could even see it fly overhead, if I go that route). Anyway, after the experienced group leaves, something goes down in-town, as bad guys take the opportunity to do bad things. I'm not sure what type of low-level bad guys I want to use (goblins, skeletons, etc.).
So, yeah. These threads never get as many responses as rule philosophy threads, but any ideas for a group of brand new players would be really cool. I'm mainly looking for adventure ideas, as I have social contract stuff handled (PCs must work in a group, must be fun for everyone, must have a reason to be with the party, etc.).
Thanks for any replies
Full Story:
Okay, so I moved to Portland, Oregon on the 1st, leaving behind my gaming group (and close friends and family). However, my best friend does move here, and I've met a lot of people through her rather quickly. They brought up me running a D&D game for them. "A new gaming group! This quickly? Awesome!" I thought.
Turns out, only my best has played before, and it was for two sessions. Nobody else has ever even played an RPG (outside of CRPGs). This has not happened to me since I introduced my group (and close friends) to gaming about twelve years ago.
Now, I won't literally be playing D&D. I'll be using my RPG (because I just can't bring myself to go back to any edition of D&D at this point). While it's normally point-buy, I wanted something simpler for brand new TTRPG players. I've pre-spent points and made D&D classes (Monk, Wizard, etc.) and D&D races (halfling, half-elf, etc.).
So, though the rules will be different, the players will be in a D&D-esque settitng. While I normally run sandbox games, one player has asked very directly for a story with a beginning, a middle, and an end (he wants some resolution, likely from his time playing CRPGs). He has said that he wants to at least start that way. I told him that I'd do that, then.
So, my explicit plan to the group (as in, I've told them this is my plan) is to start a game with a very obvious hook, run them through that mini-adventure, and then end it. At the end, I'll say "do you guys want to keep playing D&D?" After they say yes (because they will*), I'll ask them if anyone wants to keep playing these same characters. People that want to can, and others can swap out. Some may want the same character but a new class, and I'll allow retraining (and we'll come up with how and why that happened). Then we'll either start a new group (if everyone wants to swap characters, which they all won't), or we'll carry on. I'll ask if they want another adventure, or if they want to sandbox. I expect "another adventure" for these new players, but we'll see.
*I know, I know, the players always ruin the GM's assumptions. I hope I don't jinx myself by assuming they'll want to keep playing.
So, before I can comment on the adventure, I do know what two of the players are going to be playing (as in they just made characters last night).
- My best friend (who I'll call S) made a half-elf Bard. The character is "chaotic neutral" (my game doesn't have alignment, but that's how she described her character). S will be stealing from non-party members, maybe seducing people to get her way, etc. She'll also be supporting the group with spells and inspiration abilities.
- S's boyfriend (who I'll call J) made a Paladin (I know, a great fit already!). J says he'll be a straight up good guy, but will have a "out of sight, out of mind" mindset with S's shenanigans. He made a tank out of his guy (good hit points, shield and full plate, protection feats, etc.). He plans to protect the the other players in combat, and go out and party outside of it (but nothing too crazy).
Anyway, my current (really vague) thought process for an "adventure" goes something like this: the players all know one another. They are in a village at some sort of festival or something. Something happens to draw a very experienced group of adventurers away (an attack, someone asking for help, etc.), but it's obviously big enough that the players know they can't help (like a dragon attack... they could even see it fly overhead, if I go that route). Anyway, after the experienced group leaves, something goes down in-town, as bad guys take the opportunity to do bad things. I'm not sure what type of low-level bad guys I want to use (goblins, skeletons, etc.).
So, yeah. These threads never get as many responses as rule philosophy threads, but any ideas for a group of brand new players would be really cool. I'm mainly looking for adventure ideas, as I have social contract stuff handled (PCs must work in a group, must be fun for everyone, must have a reason to be with the party, etc.).
Thanks for any replies
