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Think I'm in over my head.
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<blockquote data-quote="Verdande" data-source="post: 5287783" data-attributes="member: 69093"><p>Let me tell you what I do. When introducing a new group to D&D, I start just like in B/X D&D and slap them in a dungeon. It's easy, it gets everybody familiar with the mechanics and the group interaction and the way the game feels and plays. By the time they're done in the dungeon, the real world looms, and they're ready for it.</p><p></p><p>For example, the first adventure in 4e we had was clearing out a goblin cave. There was no more motivation than "You've been hired, as you're all mercenaries. They want you to flush out the goblins and slay their wizard-king guy."</p><p></p><p>They did so, getting used to the game. When they were done, they emerged for their reward, where they met the Mercenary Leader, the Sub-Commander, and then the disbursing officer who gave them their reward. They then met the head chef in the mess hall, and then a couple of other guys. </p><p></p><p>By the time their first session was over, they'd earned a good chunk of experience, and met 5+ important, flavorful, adventure-hook laden people. Painlessly.</p><p></p><p>The key is to start loose and stay flexible. Trying to over-complicate the story in the beginning will only confuse your players. Think about how movies do it. They introduce you to a hero, let's say, by having him wake up in the middle of the night in his pajamas. He goes to get a glass of water, where there's a spider, which he is afraid of. He stomps it, only to notice that there's a bigger spider above him. Etc, etc.</p><p></p><p>Draw them in slowly. Don't give them too much at once- it's the surest way to lose them.</p></blockquote><p></p>
[QUOTE="Verdande, post: 5287783, member: 69093"] Let me tell you what I do. When introducing a new group to D&D, I start just like in B/X D&D and slap them in a dungeon. It's easy, it gets everybody familiar with the mechanics and the group interaction and the way the game feels and plays. By the time they're done in the dungeon, the real world looms, and they're ready for it. For example, the first adventure in 4e we had was clearing out a goblin cave. There was no more motivation than "You've been hired, as you're all mercenaries. They want you to flush out the goblins and slay their wizard-king guy." They did so, getting used to the game. When they were done, they emerged for their reward, where they met the Mercenary Leader, the Sub-Commander, and then the disbursing officer who gave them their reward. They then met the head chef in the mess hall, and then a couple of other guys. By the time their first session was over, they'd earned a good chunk of experience, and met 5+ important, flavorful, adventure-hook laden people. Painlessly. The key is to start loose and stay flexible. Trying to over-complicate the story in the beginning will only confuse your players. Think about how movies do it. They introduce you to a hero, let's say, by having him wake up in the middle of the night in his pajamas. He goes to get a glass of water, where there's a spider, which he is afraid of. He stomps it, only to notice that there's a bigger spider above him. Etc, etc. Draw them in slowly. Don't give them too much at once- it's the surest way to lose them. [/QUOTE]
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