redrick
First Post
We restarted our monthly "beginner-friendly" D&D campaign at my local comic book store today. We had 8 players show up on time ready to play! 3 or 4 had played D&D before, the rest were new. I thought I would share a few of my experiences and observations.
Part 0: The setup
I took a couple of ideas from an earlier one-shot thread to heart — plan an opening and a finale, budget roughly an hour for each, and have a flexible mid-section that can expand or contract as necessary.
I had a stack of pre-gens which players sifted through. I like the one-page pre-gens that Wizards makes available, because they write up a description of the character in natural language. I invited players to copy these over to character sheets if they wanted to. I asked everybody to spend a few minutes trying to visualize their character, and to make sure they could get behind the ideals, bonds and flaws of their character.
I asked everybody to introduce their character — name, race, class, Ideal, Bond, Flaw. Then I asked how their character knew the character to the left of them. (I've done this with random tables before, but this time it was just whatever the player thought of.) These connections tended to be fairly simplistic riffs on the obvious class or background of the character, but they were a nice way to introduce the PCs.
I did a very quick question-and-answer session with the patron, making sure not to use one of my NPC voices, to encourage us to stay in "prologue" mode and not get too caught up in a long interaction scene with the patron. This is a place where my games can sometimes get bogged down, and I didn't want to start with an interaction encounter. The patron then led the adventurers to the adventure site. I had decided to bring her along so I could use her to prod the players into the dungeon, instead of spending the first 30 minutes checking the earth in front of the entrance for traps. (I've had this happen with one-shots before. My experience is that one-shot players start very slow coming out of the driveway.)
Part 0: The setup
I took a couple of ideas from an earlier one-shot thread to heart — plan an opening and a finale, budget roughly an hour for each, and have a flexible mid-section that can expand or contract as necessary.
I had a stack of pre-gens which players sifted through. I like the one-page pre-gens that Wizards makes available, because they write up a description of the character in natural language. I invited players to copy these over to character sheets if they wanted to. I asked everybody to spend a few minutes trying to visualize their character, and to make sure they could get behind the ideals, bonds and flaws of their character.
I asked everybody to introduce their character — name, race, class, Ideal, Bond, Flaw. Then I asked how their character knew the character to the left of them. (I've done this with random tables before, but this time it was just whatever the player thought of.) These connections tended to be fairly simplistic riffs on the obvious class or background of the character, but they were a nice way to introduce the PCs.
I did a very quick question-and-answer session with the patron, making sure not to use one of my NPC voices, to encourage us to stay in "prologue" mode and not get too caught up in a long interaction scene with the patron. This is a place where my games can sometimes get bogged down, and I didn't want to start with an interaction encounter. The patron then led the adventurers to the adventure site. I had decided to bring her along so I could use her to prod the players into the dungeon, instead of spending the first 30 minutes checking the earth in front of the entrance for traps. (I've had this happen with one-shots before. My experience is that one-shot players start very slow coming out of the driveway.)
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