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Not the best module to introduce D&D...
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<blockquote data-quote="SaxGreene" data-source="post: 7359385" data-attributes="member: 6942686"><p>The intrinsic nature of an RPG is to be a collaborative story-telling experience. You seem to want to just offer the story-as-written by someone else, without breathing your own life into it first. If that's exactly your goal... you're going to want to find more kid-friendly material to run. </p><p></p><p>Optionally:</p><p></p><p>A) Censor the material to be non-fatal, rather than sticking to the adventure as written. Use non-lethal damage for most things, and make the lethal things obviously stand out as perilous by describing them in evil and ominous tones.</p><p></p><p>B) Fill out the party with NPC side-kicks to take the brunt of whatever player-killing doom is about to befall your main character.</p><p></p><p>C) Make death a painless or near-painless learning experience. Add Save Points, or even straight up All You Need Is Kill / Edge of Tomorrow / Ground Hog Day style repeats.</p><p></p><p>D) 8 was a long time ago for me... but I don't remember needing much narrative or excuses to roll dice. Ditch the modules and random up a showcase dungeon populated with rooms showing off a single sub CR 1 monster as a Munchkin example of What Its All Like. You can ease into the player-killing later.</p></blockquote><p></p>
[QUOTE="SaxGreene, post: 7359385, member: 6942686"] The intrinsic nature of an RPG is to be a collaborative story-telling experience. You seem to want to just offer the story-as-written by someone else, without breathing your own life into it first. If that's exactly your goal... you're going to want to find more kid-friendly material to run. Optionally: A) Censor the material to be non-fatal, rather than sticking to the adventure as written. Use non-lethal damage for most things, and make the lethal things obviously stand out as perilous by describing them in evil and ominous tones. B) Fill out the party with NPC side-kicks to take the brunt of whatever player-killing doom is about to befall your main character. C) Make death a painless or near-painless learning experience. Add Save Points, or even straight up All You Need Is Kill / Edge of Tomorrow / Ground Hog Day style repeats. D) 8 was a long time ago for me... but I don't remember needing much narrative or excuses to roll dice. Ditch the modules and random up a showcase dungeon populated with rooms showing off a single sub CR 1 monster as a Munchkin example of What Its All Like. You can ease into the player-killing later. [/QUOTE]
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Not the best module to introduce D&D...
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