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<blockquote data-quote="Buttercup" data-source="post: 1205096" data-attributes="member: 990"><p>Welcome to EN World! And welcome to D&D. I started out just like you did. I bought the books and taught myself to play, then I went looking for players. That was almost 4 years ago, and since then, I've run two campaigns and taught a number of people to play. So perhaps my advice will help you a bit.</p><p> </p><p>First, some jargon. As the DM, you're telling the story, yes? We call the whole story a campaign. The story is broken down into chapters, which are refered to as adventures or modules. Each adventure is further broken down into individual encounters. </p><p> </p><p>Now, if you must have a free module to start with, I think the best one out there is Wizard's Amulet. You can download it from <a href="http://www.necromancergames.com/freestuff.html" target="_blank">here</a>. I recommend this one because it comes with pregenerated characters. If you use them, you can start playing right away. After you have played through this adventure, which is rather short, you can decide if you want to buy the follow up module, Crucible of Freya, which is also very good, and includes a free web enhancement. If you put all this together, you can keep your players busy for some time. In fact, by the end, you will all have a thorough grounding in the rules, and you will have a much better idea of how to write up your own adventures. </p><p> </p><p>If you don't have enough time to write your own, or you just don't want to, there are a number of good adventures available out there. Generally speaking, Necromancer Games publishes many, and their overall quality is high.</p><p> </p><p>If you don't want to download The Wizard's Amulet, then I would recommend Hamlet of Thumble, by Ed Cha, who posted earlier in this thread. I <strong>would not</strong> recommend Sunless Citadel, because I ran it myself when I was a new DM, for a group of new players, and I think it's a bit too lethal for the inexperienced. Having your characters die all the time can be frustrating for new players. I'm not saying that there should be no chance of danger and death, but a first level PC is quite fragile, so it's best to give a party of them encounters that aren't quite as dangerous.</p><p> </p><p>Finally, if you want to start writing your own, just post that in this thread, and I'll email you a short adventure that I wrote to start off my current campaign, which had three new players and 4 experienced ones. It must have been useful, because one of my players asked to use it for a game she runs for teenagers at the library.</p></blockquote><p></p>
[QUOTE="Buttercup, post: 1205096, member: 990"] Welcome to EN World! And welcome to D&D. I started out just like you did. I bought the books and taught myself to play, then I went looking for players. That was almost 4 years ago, and since then, I've run two campaigns and taught a number of people to play. So perhaps my advice will help you a bit. First, some jargon. As the DM, you're telling the story, yes? We call the whole story a campaign. The story is broken down into chapters, which are refered to as adventures or modules. Each adventure is further broken down into individual encounters. Now, if you must have a free module to start with, I think the best one out there is Wizard's Amulet. You can download it from [url=http://www.necromancergames.com/freestuff.html]here[/url]. I recommend this one because it comes with pregenerated characters. If you use them, you can start playing right away. After you have played through this adventure, which is rather short, you can decide if you want to buy the follow up module, Crucible of Freya, which is also very good, and includes a free web enhancement. If you put all this together, you can keep your players busy for some time. In fact, by the end, you will all have a thorough grounding in the rules, and you will have a much better idea of how to write up your own adventures. If you don't have enough time to write your own, or you just don't want to, there are a number of good adventures available out there. Generally speaking, Necromancer Games publishes many, and their overall quality is high. If you don't want to download The Wizard's Amulet, then I would recommend Hamlet of Thumble, by Ed Cha, who posted earlier in this thread. I [b]would not[/b] recommend Sunless Citadel, because I ran it myself when I was a new DM, for a group of new players, and I think it's a bit too lethal for the inexperienced. Having your characters die all the time can be frustrating for new players. I'm not saying that there should be no chance of danger and death, but a first level PC is quite fragile, so it's best to give a party of them encounters that aren't quite as dangerous. Finally, if you want to start writing your own, just post that in this thread, and I'll email you a short adventure that I wrote to start off my current campaign, which had three new players and 4 experienced ones. It must have been useful, because one of my players asked to use it for a game she runs for teenagers at the library. [/QUOTE]
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