Redoing the Red Box?

I think I want to create my own version of the Dungeons and Dragons red box adventure for the Hodgepocalypse. aka an adventure that slowly but surely gets you gming. any ideas on how to impliment this?

how would you use it as scaffolding?

How do you avoid the problematic elements but still keep it memorable?

How do you break it down into (to quote Robin D. Laws) beats?
 

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S'mon

Legend
well the entire framing device is essentially Gail Simones' "Women in refridgerators" and I would like to avoid that if I built it from scratch.
Aleena dying in battle during the expedition is absolutely not the "girlfriend in refrigerator" trope. That's a really weird take IMO. It's much closer to Obi-Wan dying on the Death Star. The more experienced mentor who introduces the protagonist to the world before passing.
 

Nikosandros

Golden Procrastinator
Aleena dying in battle during the expedition is absolutely not the "girlfriend in refrigerator" trope. That's a really weird take IMO. It's much closer to Obi-Wan dying on the Death Star. The more experienced mentor who introduces the protagonist to the world before passing.
In addition to this, IMHO, it also serves to impress on new players that death is something that can happen in the game.
 


Theory of Games

Storied Gamist
Well if you're telling a Story® instead of playing a game, the heroes never die. Only the bad guys

pfft-duh.gif
 

I did some stewing and this is what I'm thinking as a breakdown. Open to any and all suggestions on how to tweak:


For the Player’s Book (Solo Adventure)​

This section is designed for new players to go through a solo adventure that teaches them basic mechanics.

  1. Create a Character
    • Guide the player through character creation step-by-step: rolling ability scores (Strength, Intelligence, etc.), selecting a class (Fighter, Magic-User, Cleric, etc.), and choosing basic equipment.
    • Keep it simple, focusing only on the essential mechanics (combat, spells, saving throws) to avoid overwhelming new players.
  2. Introduce the Adventure Premise
    • Start with a short narrative, placing the player’s character in a simple dungeon or quest (e.g., entering a cave to rescue someone or recover a treasure).
    • Use interactive storytelling with choices (like a choose-your-own-adventure book) to give the player a sense of agency and set up simple encounters.
  3. Introduce Basic Mechanics in Phases
    • Combat: The player faces a low-level monster (like a goblin or kobold), allowing them to learn how to roll for attacks, damage, and armor class.
    • Skill Checks: The player might face challenges like disarming a trap or avoiding danger, using a simple die roll to succeed or fail.
    • Spellcasting (if applicable): If the character is a magic-user or cleric, introduce basic spells and how to cast them, using simple situations.
  4. Use a Reward System
    • The player should find treasure or other rewards to give them a sense of accomplishment and show how the game rewards exploration and combat.
  5. Conclude the Solo Adventure
    • Bring the player to a resolution, like successfully defeating a mini-boss or escaping the dungeon with treasure. Provide some form of closure and reward in experience points and items.

For the Dungeon Master’s Guide (Group Adventure)​

The DM's guide includes a group adventure that walks a new DM through how to run a session for a party of players.

  1. Walk the DM Through the Basics
    • Explain the role of the DM: storytelling, running NPCs, describing scenes, setting up challenges, and ensuring the game is fun.
    • Introduce the core rules: combat, saving throws, and how to balance encounters. Keep it focused on key rules the DM will use frequently.
  2. Provide a Pre-Made Adventure
    • Present a short, structured adventure with encounters, treasures, and NPCs. This adventure should be straightforward, with clear instructions on what to describe and how to react to players’ decisions.
    • Ensure the DM has room for improvisation but guide them through the main plot (e.g., rescuing a villager, fighting a group of monsters).
  3. Teach Encounter Management
    • Use a series of pre-planned encounters, ranging from a small combat (against weak creatures like goblins) to a simple puzzle or trap.
    • The DM can learn how to control pacing, handle player actions, and manage a basic battle using the adventure’s guidelines.
  4. Introduce Role-Playing
    • Encourage the DM to role-play NPCs in the adventure, giving them basic personalities and objectives to interact with the players.
    • Include dialogue prompts or motivations for NPCs to make it easier for the DM to engage in role-playing.
  5. Explain Player Rewards
    • Walk the DM through rewarding players with treasure and experience points. Explain the leveling-up process and encourage ongoing campaigns.
  6. End with a Cliffhanger or Open Ending
    • Leave the adventure open-ended so that the DM has the option to continue running more sessions, but provide clear closure on the main goal to give a sense of achievement.

Additional Considerations​

  • Gradual Introduction of Advanced Rules: Avoid overwhelming new players or the DM with too many advanced rules. Slowly introduce more complex mechanics (like multi-character combat, advanced spellcasting, etc.) after the basics are mastered.
  • Sample Dialogue and Prompts: Just like the Red Box, provide sample interactions and prompts for both the DM and the players to keep the game moving and engaging.
  • Glossary of Terms: Make sure both players and the DM have access to a basic glossary of key D&D terms (like initiative, hit points, armor class, etc.).
 



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