Newbie adventure; teaching them the essentials


log in or register to remove this ad

I do not recommend any of the free adventures out there right now as a way to start your campaign. I haven't found any that are very good. That's just me though.

Instead, I'd like to recommend my own book, "World of Whitethorn 1A: The Hamlet of Thumble". It includes a short, easy-to-run adventure and a mini campaign setting. There is also a DM Tips section as well as an article on how to encourage more role-playing for your players.

As a bonus, there are three core classes (the cavalier, the shaman, and the witch) accompanied by about 60 new spells, several new feats, lots of new magic items, a couple of new monsters, and much more.

You can find more information at the Web site:
http://www.openworldpress.com

There are also nine reviews right here at EN World:
http://www.enworld.org/reviews/index.php?sub=yes&where=currentprod&which=WoW1THoT

If you can't find it at your local gaming store, you can always help support EN World and order it from the EN World RPG Shop:
http://enworld.rpgshop.com/product_info.php?products_id=32921&

Good luck with your game and please let us know how it goes!
 

I'm not sure how much this will help you out in terms of an adventure, but this is what I did for one encounter with my player. (I am running a solo-campaign).

Basically, she is a monk, living with her master in a monastery. Last session was mainly composed of teaching "her" and her "character" the different special actions that can be done in combat: bull rush, disarm, trip, etc.

The session went along the lines the master first demonstrating the move in combat and having her attempt the same move on him.

Don't know if this helps, but my player said she enjoyed actual "role-playing" the learning aspect, instead of me just telling her that she can bull rush, disarm, trip, etc.
 

dreaded_beast said:
I'm not sure how much this will help you out in terms of an adventure, but this is what I did for one encounter with my player. (I am running a solo-campaign).

Basically, she is a monk, living with her master in a monastery. Last session was mainly composed of teaching "her" and her "character" the different special actions that can be done in combat: bull rush, disarm, trip, etc.

The session went along the lines the master first demonstrating the move in combat and having her attempt the same move on him.

Don't know if this helps, but my player said she enjoyed actual "role-playing" the learning aspect, instead of me just telling her that she can bull rush, disarm, trip, etc.

Its like one of those "training" sessions that they have in video games so you learn the controls...thats a good idea...hmm..
 

The Burning Plague is a good adventure, but it's way to lethal for very new players. I had four level 1 players nearly get wiped out because of poor roles in the very first enounter against 5 1HP kobolds!
 

jester47 said:
And if Sunless Citadel does not treat you right, there is always The Wizard's Amulet. Crucible of Freya and Death In Freeport are also pretty good.

It would be great if Death in Freeport weren't out of print. Some idiot is selling his USED Death in Freeport on Amazon for $189.39!!!! The only other used one at Amazon is going for $49.95. THIS IS A 32 PAGE MODULE PEOPLE!!!!

If they've never played ANY RPG before then personally I'd see if you can find the old Red Boxed basic set since 3E doesn't have well defined roles anymore. In the Red Box all Thieves were sneaky, could pick locks and remove traps. In 3E you might easily have a Rogue who can't do either. Let the Red Boxed set introduce them to Role-Playing and after they get comfortable with that introduce them to 3E. I still have yet to see a better product for introducing someone to the hobby than that original Basic Set.
 

Well, 2 of the players have played 3.5 a handful of times, and the total newbie is smart enough that I can see him catching up to the others in another session or two (as far as game mechanics is concerned)...

I've decided to hold a kinda pre-game review of the rules/mechanics before each game session. This week I will take about a half hour and go over the different types of actions (standard, full-round, move, etc) and what you can do with each. Next time I will go in depth with AoOs... This should help the players to learn the mechanics better and we can also discuss any kind of house rules we might decide to implement.
 

Many moons ago I ran the '0-level' module Treasure Hunt (N1?) to start a campaign.

For the uninitiated, the players start as commoners who are kidnapped and then end up trapped on an island. Over the course of the adventure they are given opportunities to learn skills that lead them toward the parth of one of the four iconic classes.
 

I'll also say Sunless Citadel is an excellent intro adventure. However, I wonder now just how much work it will take to upgrade that to 3.5E if that is what you run.
 

I think the burning plague is perfect, I was hopping, as where they, that it would short enough to get onto a "real" adventure.
 

Remove ads

Top