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Revisiting The Keep on the Borderlands
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<blockquote data-quote="Schmoe" data-source="post: 7169337" data-attributes="member: 913"><p>Earlier this year, at my son’s request, I began running a D&D game for he and two of his friends. Although they were all familiar with D&D in some form of another, this would be the first ongoing game that any of them participated in. As I wanted the introduction to the game to be about the kids exploring what they could do, rather than running through some pre-set adventure, I decided to start with the original sandbox – The Keep on the Borderlands.</p><p></p><p>As most people who’ve played D&D know, the module B2 – The Keep on the Borderlands can be said to be the original classic. With its inclusion into the D&D Basic rules, virtually everyone who started playing D&D in the 80’s played through this module. The adventure, which can be found <a href="http://www.dmsguild.com/product/17158/B2-The-Keep-on-the-Borderlands-Basic?it=1" target="_blank"> on the DM’s Guild</a>, is truly a barebones module, and it shows its age. While I did very little prep of the adventure for our first few sessions, as we got into it, and as the kids have shown that they are more interested, I’ve begun adding my own touches.</p><p></p><p>I wanted to share some of the modifications and additions that I’ve been making to the Keep on the Borderlands with folks here on ENWorld, both the details of the changes and my reasoning for making the change. There are a couple of reasons for this. First, this is how I typically run and prepare for games, with which I’ve had good feedback in the past for a variety of groups, but I’m interested in hearing how it compares with the approach that others take. But secondly, and perhaps more importantly, I’d like to use this as a guide for new DM’s as an example of how to add your own touches to an adventure. It should give an idea of the type and amount of work that can go into a module and give new DM’s something by which to set their expectations. In fact, one of the boys in our group has already said he would like to learn how to DM, and once we’re done with this module, I’d like to give him my B2 hardcopy, along with my notes, and point him to this thread as something to read.</p><p></p><p>As I go through these, it’s important to remember that I didn’t just sit down and create all of these all at once. It has been a slow accumulation of tweaks and nudges that I wrote down as I had ideas. I didn’t force myself to do any of this, I just documented my ideas as I thought about the adventure and thought about what I felt was missing. I won’t be presenting these in any particular order, either, as I have no idea what came first, second, or even last any more. So without further ado, thanks for reading this far, and I’m looking forward to any comments or feedback you have!</p></blockquote><p></p>
[QUOTE="Schmoe, post: 7169337, member: 913"] Earlier this year, at my son’s request, I began running a D&D game for he and two of his friends. Although they were all familiar with D&D in some form of another, this would be the first ongoing game that any of them participated in. As I wanted the introduction to the game to be about the kids exploring what they could do, rather than running through some pre-set adventure, I decided to start with the original sandbox – The Keep on the Borderlands. As most people who’ve played D&D know, the module B2 – The Keep on the Borderlands can be said to be the original classic. With its inclusion into the D&D Basic rules, virtually everyone who started playing D&D in the 80’s played through this module. The adventure, which can be found [url=http://www.dmsguild.com/product/17158/B2-The-Keep-on-the-Borderlands-Basic?it=1] on the DM’s Guild[/url], is truly a barebones module, and it shows its age. While I did very little prep of the adventure for our first few sessions, as we got into it, and as the kids have shown that they are more interested, I’ve begun adding my own touches. I wanted to share some of the modifications and additions that I’ve been making to the Keep on the Borderlands with folks here on ENWorld, both the details of the changes and my reasoning for making the change. There are a couple of reasons for this. First, this is how I typically run and prepare for games, with which I’ve had good feedback in the past for a variety of groups, but I’m interested in hearing how it compares with the approach that others take. But secondly, and perhaps more importantly, I’d like to use this as a guide for new DM’s as an example of how to add your own touches to an adventure. It should give an idea of the type and amount of work that can go into a module and give new DM’s something by which to set their expectations. In fact, one of the boys in our group has already said he would like to learn how to DM, and once we’re done with this module, I’d like to give him my B2 hardcopy, along with my notes, and point him to this thread as something to read. As I go through these, it’s important to remember that I didn’t just sit down and create all of these all at once. It has been a slow accumulation of tweaks and nudges that I wrote down as I had ideas. I didn’t force myself to do any of this, I just documented my ideas as I thought about the adventure and thought about what I felt was missing. I won’t be presenting these in any particular order, either, as I have no idea what came first, second, or even last any more. So without further ado, thanks for reading this far, and I’m looking forward to any comments or feedback you have! [/QUOTE]
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