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Running "Intro to D&D" at Library --Suggestions?
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<blockquote data-quote="SquareKnot" data-source="post: 5423887" data-attributes="member: 79524"><p>My FLGS owner has somehow persuaded the local public library to host a "D&D 101 for Teens" session. It is a 3 hour educational "class" held in the library to teach kids 12-18 (US grades 6-12) about D&D. The web link is <a href="http://www.poudrelibraries.org/calendar/?mode=8&startdate=20110116&event_id=25682" target="_blank">here</a> . The basic idea is to start with about a 30 minute class introducing role playing and the basics like race, class, backstory, stats, role of the DM, etc. After that, the group will break into tables of 4-6 students with an experienced DM.</p><p></p><p>I'm torn as to whether we should let them make their own characters or not. It's an important part of the D&D experience, but really takes up a lot of time (out of a too-short 3 hour session). Would we be better off with a lot of pre-gens so that each player could pick something close to their preferred concept? Are there tricks for accelerated character generation? </p><p></p><p>I'm imagining a two encounter adventure. The first would have lots of minions and one or two "real" monsters (kobolds? goblins?), the second some type of solo, perhaps? The plot would be some classic fantasy trope.</p><p></p><p>I'm really worried about time. Should I just plan for one encounter, knowing that complete beginners will be very slow? Maybe one combat and one skill challenge? Maybe a combo where the characters have to do something with skills during a combat (think "deliver a baby during a battle" like in Radiant Vessel of Thesk from Living Forgotten Realms)?</p><p></p><p>We DMs are meeting Tuesday 11 January to have a planning session. </p><p></p><p>Have any of you done something like this? Any advice? Any pointers to existing threads would be much appreciated as well. Thanks.</p></blockquote><p></p>
[QUOTE="SquareKnot, post: 5423887, member: 79524"] My FLGS owner has somehow persuaded the local public library to host a "D&D 101 for Teens" session. It is a 3 hour educational "class" held in the library to teach kids 12-18 (US grades 6-12) about D&D. The web link is [URL="http://www.poudrelibraries.org/calendar/?mode=8&startdate=20110116&event_id=25682"]here[/URL] . The basic idea is to start with about a 30 minute class introducing role playing and the basics like race, class, backstory, stats, role of the DM, etc. After that, the group will break into tables of 4-6 students with an experienced DM. I'm torn as to whether we should let them make their own characters or not. It's an important part of the D&D experience, but really takes up a lot of time (out of a too-short 3 hour session). Would we be better off with a lot of pre-gens so that each player could pick something close to their preferred concept? Are there tricks for accelerated character generation? I'm imagining a two encounter adventure. The first would have lots of minions and one or two "real" monsters (kobolds? goblins?), the second some type of solo, perhaps? The plot would be some classic fantasy trope. I'm really worried about time. Should I just plan for one encounter, knowing that complete beginners will be very slow? Maybe one combat and one skill challenge? Maybe a combo where the characters have to do something with skills during a combat (think "deliver a baby during a battle" like in Radiant Vessel of Thesk from Living Forgotten Realms)? We DMs are meeting Tuesday 11 January to have a planning session. Have any of you done something like this? Any advice? Any pointers to existing threads would be much appreciated as well. Thanks. [/QUOTE]
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