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Making the game exciting for new players
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<blockquote data-quote="Jack99" data-source="post: 5051770" data-attributes="member: 53135"><p>In order to put your players in the middle of everything, you could have them kidnapped by goblins before the start of the adventure, and in the process of being transfered to the goblin lair of Irontooth (might want to tone that encounter way down, since according to a poll here on ENworld, more than 50% TPK'ed on said encounter). On the way to the lair, the goblins are ambushed by some random monster, creating an opportunity for players to get free of their bonds and get to their weapons. Just as they get their weapons, they are noticed and this is where you start off the first game, with initiative. </p><p></p><p>Backgrounds etc can all be incorporated as you go. As long as they know their name, where they come from and perhaps an idea about personality, you are good to go. </p><p></p><p>Regarding H1, you really need to cut away around 80% of the fights if you do not want to scare people away, unless of course they are born hack'n'slash-lovers. Or perhaps close off certain parts of the dungeons, completelty removing some monsters. The whole undead part is completely irrelevant to the plot, so you could easily put the undead in a closed of section for later exploration, if you like it. You could also remove most of the goblin encounters, as they serve little purpose either. Maybe they are just the entrance guards (1-2 encounters) and then focus the rest of the combat to the lower level, where the hobgoblins and real bad guys are. Of course, that means you might have to tweak the encounter-level of certain encounters.</p></blockquote><p></p>
[QUOTE="Jack99, post: 5051770, member: 53135"] In order to put your players in the middle of everything, you could have them kidnapped by goblins before the start of the adventure, and in the process of being transfered to the goblin lair of Irontooth (might want to tone that encounter way down, since according to a poll here on ENworld, more than 50% TPK'ed on said encounter). On the way to the lair, the goblins are ambushed by some random monster, creating an opportunity for players to get free of their bonds and get to their weapons. Just as they get their weapons, they are noticed and this is where you start off the first game, with initiative. Backgrounds etc can all be incorporated as you go. As long as they know their name, where they come from and perhaps an idea about personality, you are good to go. Regarding H1, you really need to cut away around 80% of the fights if you do not want to scare people away, unless of course they are born hack'n'slash-lovers. Or perhaps close off certain parts of the dungeons, completelty removing some monsters. The whole undead part is completely irrelevant to the plot, so you could easily put the undead in a closed of section for later exploration, if you like it. You could also remove most of the goblin encounters, as they serve little purpose either. Maybe they are just the entrance guards (1-2 encounters) and then focus the rest of the combat to the lower level, where the hobgoblins and real bad guys are. Of course, that means you might have to tweak the encounter-level of certain encounters. [/QUOTE]
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