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Redoing the Red Box?
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<blockquote data-quote="Shades of Eternity" data-source="post: 9463930" data-attributes="member: 10869"><p><h3><span style="font-size: 15px"><strong>I did some stewing and this is what I'm thinking as a breakdown. Open to any and all suggestions on how to tweak:</strong></span></h3><p></p><h3>For the Player’s Book (Solo Adventure)</h3><p>This section is designed for new players to go through a solo adventure that teaches them basic mechanics.</p><p></p><ol> <li data-xf-list-type="ol"><strong>Create a Character</strong><ul> <li data-xf-list-type="ul"><strong>Guide the player through character creation</strong> step-by-step: rolling ability scores (Strength, Intelligence, etc.), selecting a class (Fighter, Magic-User, Cleric, etc.), and choosing basic equipment.</li> <li data-xf-list-type="ul"><strong>Keep it simple</strong>, focusing only on the essential mechanics (combat, spells, saving throws) to avoid overwhelming new players.</li> </ul></li> <li data-xf-list-type="ol"><strong>Introduce the Adventure Premise</strong><ul> <li data-xf-list-type="ul">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).</li> <li data-xf-list-type="ul">Use <strong>interactive storytelling</strong> with <strong>choices</strong> (like a choose-your-own-adventure book) to give the player a sense of agency and set up simple encounters.</li> </ul></li> <li data-xf-list-type="ol"><strong>Introduce Basic Mechanics in Phases</strong><ul> <li data-xf-list-type="ul"><strong>Combat</strong>: 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.</li> <li data-xf-list-type="ul"><strong>Skill Checks</strong>: The player might face challenges like disarming a trap or avoiding danger, using a simple die roll to succeed or fail.</li> <li data-xf-list-type="ul"><strong>Spellcasting (if applicable)</strong>: If the character is a magic-user or cleric, introduce basic spells and how to cast them, using simple situations.</li> </ul></li> <li data-xf-list-type="ol"><strong>Use a Reward System</strong><ul> <li data-xf-list-type="ul">The player should find treasure or other rewards to give them a sense of accomplishment and show how the game rewards exploration and combat.</li> </ul></li> <li data-xf-list-type="ol"><strong>Conclude the Solo Adventure</strong><ul> <li data-xf-list-type="ul">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.</li> </ul></li> </ol><h3>For the Dungeon Master’s Guide (Group Adventure)</h3><p>The DM's guide includes a group adventure that walks a new DM through how to run a session for a party of players.</p><p></p><ol> <li data-xf-list-type="ol"><strong>Walk the DM Through the Basics</strong><ul> <li data-xf-list-type="ul">Explain the <strong>role of the DM</strong>: storytelling, running NPCs, describing scenes, setting up challenges, and ensuring the game is fun.</li> <li data-xf-list-type="ul">Introduce the <strong>core rules</strong>: combat, saving throws, and how to balance encounters. Keep it focused on key rules the DM will use frequently.</li> </ul></li> <li data-xf-list-type="ol"><strong>Provide a Pre-Made Adventure</strong><ul> <li data-xf-list-type="ul">Present a <strong>short, structured adventure</strong> with encounters, treasures, and NPCs. This adventure should be straightforward, with clear instructions on what to describe and how to react to players’ decisions.</li> <li data-xf-list-type="ul">Ensure the DM has <strong>room for improvisation</strong> but guide them through the main plot (e.g., rescuing a villager, fighting a group of monsters).</li> </ul></li> <li data-xf-list-type="ol"><strong>Teach Encounter Management</strong><ul> <li data-xf-list-type="ul">Use a series of pre-planned encounters, ranging from a small combat (against weak creatures like goblins) to a simple puzzle or trap.</li> <li data-xf-list-type="ul">The DM can learn how to control pacing, handle player actions, and manage a basic battle using the adventure’s guidelines.</li> </ul></li> <li data-xf-list-type="ol"><strong>Introduce Role-Playing</strong><ul> <li data-xf-list-type="ul">Encourage the DM to role-play NPCs in the adventure, giving them basic personalities and objectives to interact with the players.</li> <li data-xf-list-type="ul">Include dialogue prompts or motivations for NPCs to make it easier for the DM to engage in role-playing.</li> </ul></li> <li data-xf-list-type="ol"><strong>Explain Player Rewards</strong><ul> <li data-xf-list-type="ul">Walk the DM through rewarding players with treasure and experience points. Explain the leveling-up process and encourage ongoing campaigns.</li> </ul></li> <li data-xf-list-type="ol"><strong>End with a Cliffhanger or Open Ending</strong><ul> <li data-xf-list-type="ul">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.</li> </ul></li> </ol><h3>Additional Considerations</h3> <ul> <li data-xf-list-type="ul"><strong>Gradual Introduction of Advanced Rules</strong>: 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.</li> <li data-xf-list-type="ul"><strong>Sample Dialogue and Prompts</strong>: Just like the Red Box, provide sample interactions and prompts for both the DM and the players to keep the game moving and engaging.</li> <li data-xf-list-type="ul"><strong>Glossary of Terms</strong>: 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.).</li> </ul></blockquote><p></p>
[QUOTE="Shades of Eternity, post: 9463930, member: 10869"] [HEADING=2][SIZE=4][B]I did some stewing and this is what I'm thinking as a breakdown. Open to any and all suggestions on how to tweak:[/B][/SIZE][/HEADING] [HEADING=2]For the Player’s Book (Solo Adventure)[/HEADING] This section is designed for new players to go through a solo adventure that teaches them basic mechanics. [LIST=1] [*][B]Create a Character[/B] [LIST] [*][B]Guide the player through character creation[/B] step-by-step: rolling ability scores (Strength, Intelligence, etc.), selecting a class (Fighter, Magic-User, Cleric, etc.), and choosing basic equipment. [*][B]Keep it simple[/B], focusing only on the essential mechanics (combat, spells, saving throws) to avoid overwhelming new players. [/LIST] [*][B]Introduce the Adventure Premise[/B] [LIST] [*]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 [B]interactive storytelling[/B] with [B]choices[/B] (like a choose-your-own-adventure book) to give the player a sense of agency and set up simple encounters. [/LIST] [*][B]Introduce Basic Mechanics in Phases[/B] [LIST] [*][B]Combat[/B]: 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. [*][B]Skill Checks[/B]: The player might face challenges like disarming a trap or avoiding danger, using a simple die roll to succeed or fail. [*][B]Spellcasting (if applicable)[/B]: If the character is a magic-user or cleric, introduce basic spells and how to cast them, using simple situations. [/LIST] [*][B]Use a Reward System[/B] [LIST] [*]The player should find treasure or other rewards to give them a sense of accomplishment and show how the game rewards exploration and combat. [/LIST] [*][B]Conclude the Solo Adventure[/B] [LIST] [*]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. [/LIST] [/LIST] [HEADING=2]For the Dungeon Master’s Guide (Group Adventure)[/HEADING] The DM's guide includes a group adventure that walks a new DM through how to run a session for a party of players. [LIST=1] [*][B]Walk the DM Through the Basics[/B] [LIST] [*]Explain the [B]role of the DM[/B]: storytelling, running NPCs, describing scenes, setting up challenges, and ensuring the game is fun. [*]Introduce the [B]core rules[/B]: combat, saving throws, and how to balance encounters. Keep it focused on key rules the DM will use frequently. [/LIST] [*][B]Provide a Pre-Made Adventure[/B] [LIST] [*]Present a [B]short, structured adventure[/B] 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 [B]room for improvisation[/B] but guide them through the main plot (e.g., rescuing a villager, fighting a group of monsters). [/LIST] [*][B]Teach Encounter Management[/B] [LIST] [*]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. [/LIST] [*][B]Introduce Role-Playing[/B] [LIST] [*]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. [/LIST] [*][B]Explain Player Rewards[/B] [LIST] [*]Walk the DM through rewarding players with treasure and experience points. Explain the leveling-up process and encourage ongoing campaigns. [/LIST] [*][B]End with a Cliffhanger or Open Ending[/B] [LIST] [*]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. [/LIST] [/LIST] [HEADING=2]Additional Considerations[/HEADING] [LIST] [*][B]Gradual Introduction of Advanced Rules[/B]: 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. [*][B]Sample Dialogue and Prompts[/B]: Just like the Red Box, provide sample interactions and prompts for both the DM and the players to keep the game moving and engaging. [*][B]Glossary of Terms[/B]: 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.). [/LIST] [/QUOTE]
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