Running a short game for first time players at school

Straight in with the 3d6 gets them more attached to their characters

Just be careful - some folks might be fine with a starting array of abilities of 7, 8, 7, 9, 6, 8 - other people might be put off by it. I know that I myself am shallow enough of a person that I would never have enjoyed that, either then at age 13, or now at age 34.
 

log in or register to remove this ad

Good point. 2d6+6 it is!

Anyone got a plot lying around? Have they lost their memories? Are they in a dungeon? Are they food? Sacrifices? Spies? Captured rescuers?
 

A couple of recommendations, take a look at Microlite20. Its a very stripped down and simple version of 3rd edition and its free. Character generation is extremely simple, as is equipement. I recommend downloading the Microlite20 Purest Essence version just go here and scroll down.
Uses only three stats, starting characters have higher hp, a kind of spellpoint system where you 'spend' hp. Just go check it out its less then 16 pages. (I've run a game of this and given each player the 'rules'.)

As for the no memory thing, I've combined that with a gladiatorial areana. They were all captured, and probably feed some drug to blank out there memory. Give them an easy first fight, have them learn the system. You can do the standard 'you can earn your freedom' or they can try to escape, and get persued by guardsmen and other authorities -- they should be branded somewhere, to make pursuit difficult to avoid.
 

Some quick thoughts:

If this is a one-off, I wouldn't start by generating characters. That's boring and time-consuming, especially if they'll never play them again. Instead, you should pre-gen a bunch of characters with no names; just hand them out and you're ready to go. Vastly more fun.

Instead of the jail cell, I like starting a new group in the middle of action (although not necessarily combat.) For instance, tell them they have to recover a cup that is said can overthrow the evil king, but the cup is guarded by something; their resistance has just learned the location of the cup's hiding place. They're being chased by the evil king's men as they approach the dungeon entrance. This is the first place they've found that's close to defensible; they hear the hoofbeats behind them. Stay to fight, or enter the dungeon?

Then roll intiative. Putting immediate pressure on them makes for an exciting start. Make the dungeon brief: only 3-4 combat encounters, a trap or two, 2 roleplaying encounters, and you're done. start with easier fights, make the last fight really thrilling.

the goal is to give them an exciting start and a really memorable end, so they'll want to come back.
 

If you are still considering 4e, you can get free PDF copies of the Quick Start Rules for the kids, which includes 6 pregens. Then go to the back of the DMG and run the one-shot "Kobold Hall." (I'm planning on doing exactly this for my next game night -- finally we'll get to try out 4e.)
 

Some quick thoughts:

If this is a one-off, I wouldn't start by generating characters. That's boring and time-consuming, especially if they'll never play them again. Instead, you should pre-gen a bunch of characters with no names; just hand them out and you're ready to go. Vastly more fun.

Instead of the jail cell, I like starting a new group in the middle of action (although not necessarily combat.) For instance, tell them they have to recover a cup that is said can overthrow the evil king, but the cup is guarded by something; their resistance has just learned the location of the cup's hiding place. They're being chased by the evil king's men as they approach the dungeon entrance. This is the first place they've found that's close to defensible; they hear the hoofbeats behind them. Stay to fight, or enter the dungeon?

Then roll intiative. Putting immediate pressure on them makes for an exciting start. Make the dungeon brief: only 3-4 combat encounters, a trap or two, 2 roleplaying encounters, and you're done. start with easier fights, make the last fight really thrilling.

the goal is to give them an exciting start and a really memorable end, so they'll want to come back.


I'd say this is bang on. You want it to be easy to start and exciting from the begining. I secound creating a selection of (nameless) pre gens. make sure there are more then you need so that they have that much choice.

Furthermore, avoid discussing rules much. Don't take more then five minutes, at most, and this includes any explanation of what a RPG 'is'. People learn by doing. Get them to that exciting part of doing fast.

Actually the old 3.0 basic set was pretty good for this. Actually it was great for a 1st time DM too. Not sure how good or different the 3.5 'revision' of it was. I'm actually kinda frustrated that I can't seem to find my copies of it (the two booklets I mean).
 
Last edited:


Try a simple system (i would recommend BECMI) and a simple scenario from that era. They are made with new Players in mind. Try KotB or the Lost City. In both, you can get quite a few play in in 3 hours, and with the simple Rules from BECMI (as you would only use B) won´t overwhelm the players.
http://www.enworld.org/forum/general-rpg-discussion/111875-lost-city-your-experiences-2.html


http://www.enworld.org/forum/genera...6-just-got-b2-keep-borderlands-need-help.html
 

Third motion for the Pre-Gen handouts and straight into the action game. How many kids will be playing? If 5, you could make 10 characters, then give a brief description of each and let them choose the one that appeals to them most.

I also recommend 4e. Someone that chooses a 3e lvl 1 wizard might never get to experience the awesomeness they can achieve, for example. And the classes in 4e are all very balanced so you avoid someone feeling their character is inferior to someone else's.

I've played dnd with children. They appreciate humour. One of the memorable momentsof the campaign was hen they busted into the Goblin King's room and he sold them a magic potion for 10 gp... they paid....then he went behind the throne to get it... after some peculiar noises (zip, pssssss, ahhhhh), he reappeared with a steaming warm yellow potion. They were talking about and laughing for months. 13-15 might be a different kettle of fish, but it might be a good weapon to keep up your sleeve.

There charcters could be young, and inexperienced (like themselves)... the prison start is a classic... maybe they were arrested protesting against the crowning of some usurper. I'm sure they will enjoy fleeing. Are they all guys or girls too? Some hot heroine might a nice NPC to throw into the bag (daughter of the old king, soon to be executed).

Give them a story, give them a purpose, clear goal apart from slaughter everything you see and take their goods from their lifeless corpses. As long as the action is fast and exciting, hooking them into a story might hook them in, and hopefully never let them go.

Good luck, have fun!
 

Wow - what a lot of great ideas and tips! I've a free afternoon Thursday, so I'll prep the thing then. I think I might just swing to 4e, since they might 'get' the powers thing pretty easily from their mmo playing. (Silkroad and other free games).
Plus, they can pretty easily buy the books if they dig it.
Oops, I said dig.

Prison start, pregens, humour, clear aims, fun, hack and slash, cool stuff, end on a classy fight - this is going to be fun!

Always an honour to get tips from such illustrious masters als PC and Frank, too. <bows>

Thanks everyone!
 

Remove ads

Top