What should a Worldwide D&D Gameday adventure have?

Glyfair said:
Fighting a dragon is a problem for this sort of game. Make the dragon an NPC (ally or neutral).

Interesting. But then, why doesn't the dragon just complete the adventure itself?

Maybe it's too big to enter the dungeon, and unable to polymorph (or unwilling to, now that they've nerfed polymorph :) ). Or it's trapped in a magic mirror. Or it can't be bothered.

Yes, it just might work :D
 

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delericho said:
Interesting. But then, why doesn't the dragon just complete the adventure itself?

Maybe it's too big to enter the dungeon, and unable to polymorph (or unwilling to, now that they've nerfed polymorph :) ). Or it's trapped in a magic mirror. Or it can't be bothered.

Yes, it just might work :D

Well, the Eberron solution is that the dragon knows that the players are pivotal players in the Draconic Prophecy. To end up with things moving in the direction that dragon wants, the PCs are the ones who have to complete the adventure.

I'm not saying it has to be the same, but the general concept is there.
 

I'd add that we should try to make the adventure as simple to follow as possible, and as easy to run as we can. Getting new players is good, getting a new DM, no that is something. The 'delve' format would be a good idea. No bizzaro monsters that make you look up tons of rules/spells.

As for the dragon - it's pregnant and needs the adventurers to destroy BBEG who threatens her life in her delicate state.
-cpd
 

schporto said:
I'd add that we should try to make the adventure as simple to follow as possible, and as easy to run as we can. Getting new players is good, getting a new DM, no that is something.

I assume by that you mean taking a (somewhat) experienced player, and having them DM for the first time?

If so, I wholeheartedly agree that that would be a laudible goal. If, however, you were suggesting taking a complete newbie and having them run the game out of the box... well, I still agree it would be a fine goal, but I suspect it wouldn't be realistically achievable.

The 'delve' format would be a good idea. No bizzaro monsters that make you look up tons of rules/spells.

Certainly, I agree the adventure should be runnable from the module text, without reference to the books (as far as possible). If nothing else, this will vastly speed up play.

However, you do raise the question: for whom would we be writing? If we assume DMs of little experience, you're quite right that we need to avoid anything complex to run. On the other hand, if we assume experienced DMs, then we want to be careful to avoid making the adventure too basic. We need it to be fun for the DMs too!

Of course, the possibility exists to do two versions of the adventure, one for novice DMs and the second for old hands. But then we've just nearly doubled the required work, which may or may not be worthwhile.
 

delericho said:
However, you do raise the question: for whom would we be writing? If we assume DMs of little experience, you're quite right that we need to avoid anything complex to run. On the other hand, if we assume experienced DMs, then we want to be careful to avoid making the adventure too basic. We need it to be fun for the DMs too
I recommend that we keep things mechanically simple and put in elements that will allow experienced DMs improvise (roleplaying encounters, for example).

I've been reading comments about this scenario in a number of forums (here, the Paizo forums, the WotC site, etc) and noticed a lot of comments about DMs who missed a number of things about the mechanics of the scenario. Quite a few forgot about damage reduction. One DM said he had no clue how turn resistance worked so allowed the cleric to turn the flameskull because he rolled well (mine cast consecrate and had no chance even after that).

So, I do highly recommend keeping it simple, and giving tactics and notes for any monster encounter. Even remember to notate things many of us take for granted (DR for example) and mention expected outcomes.
 

I wholeheartedly agree that a dragon should be the big bad guy for a basic dungeon. It's in the title of the game for crying out loud!

Assuming that you've gotten an APL of somewhere between 4th-5th level, any of the medium-sized dragons or the lower-end large dragons would probably be an interesting and evocative fight balanced by the rules for encounters. I like greens myself but perhaps a red would be more 'archetypical' for newbies. I'd also make the lead-in encounters relatively easy, say APL-2 or so. I'm thinking of running the dungeon faster to the big baddie, and draining the PC's resources would just slow them down. Simpler encounters at first would also be easier on new players, I'd stick with critters with either no special attacks or maybe just one iconic one (such as ghouls).

Me, I'd personally go ahead and make the dragon a tough one. A young red (CR 7) would certainly be a big finish for 4th-5th level characters but within their means. I'd also put some things in the dungeon that are specifically useful against the dragon, such as a dragon bane frost longsword for the fighter and a minor ring of energy resistance against the breath weapon. This would reward the players that took the time to examine the dungeon and actually check out the rooms before they got to the dragon. The trick here is to make these treasures plausible but not too difficult to get. Perhaps the dungeon itself is the tomb of a legendary dragonslayer, and the dragon is looting it? That'd give the characters a strong incentive to go in and snatch up the treasure before the dragon got it all.

Above all, a limited-time-format adventure should have the following features:

1) Simplicity. Simple dungeons, simple characters and simple monsters are easier for new players to operate and faster for everyone involved. I'd say that 5th or perhaps 6th level characters are the highest I'd consider for such an event. 5th by far seems to me the best level for personal taste: the wizard/sorcerer choice discussed above becomes meaningful and several neat class abilities kick in right around 5th level (such as a paladin's mount). Character sheets should be one-sided and minis and dice provided. The dungeon itself should be no bigger than the physical space of the battle mat. I wouldn't bother with fiddly details such as tracking encumbrance, normal ammunition, or rations. Characters should be single-classed and focused on one or two things they do well.
2) Easy to understand. This factors into simplicity above, but it bears repeating. Try to limit new players to making one or two rolls at a time. For example, don't include critters with finicky effects such as concealment or SR. Just give them an AC, some hit points to whittle at, and a wrinkle such as DR or a special attack. Think skeletons, goblins, ghouls, stirges, orcs and the like. This also applies to character design. The characters should be iconic, such as a gruff dwarven fighter or a quick elven archer. Leave the raptoran half-dragon ninja/warlocks at home, even if you could legally build then under the simplicity guidelines.
3) Fast. Don't get bogged down with too many different things, such as terrain modifiers to movement, light, overly complex puzzles, or save-or-die traps. Make the dungeon the neat, boring place of 20-by-20 rooms evenly lit with torches. Don't worry too much if this is plausible or 'interesting,' keep the group moving and the dice rolling.
4)A formal follow-up. Don't just run one cool fight for the new player and expect him to come back. Point him to your friendly hosting retailer and suggest he buy a Basic Game or a PHB if he really had fun. Try to set up or find a new campaign starting soon after the event, where newbies can show up with their 1st-level characters and start rolling. At least swap contact info. Try to not only entertain the player, but welcome into the gaming community.
 

Dykstrav said:
Simple dungeons, simple characters and simple monsters are easier for new players to operate and faster for everyone involved.
Yet you are recommending a dragon as an opponent in the adventure?

IMO, dragon's just aren't new DM friendly. An appearance by a dragon is fine, but it just shouldn't be an opponent in an adventure that a new DM will often be running. Maybe a dragon if the options are very limited (like the dragon encounter in The Sunless Citadel).

formal follow-up. Don't just run one cool fight for the new player and expect him to come back. Point him to your friendly hosting retailer and suggest he buy a Basic Game or a PHB if he really had fun. Try to set up or find a new campaign starting soon after the event, where newbies can show up with their 1st-level characters and start rolling. At least swap contact info. Try to not only entertain the player, but welcome into the gaming community.

That's the job of the person at the event, not the person designing the adventure, though.
 
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Dykstrav said:
I'd also put some things in the dungeon that are specifically useful against the dragon, such as a dragon bane frost longsword for the fighter and a minor ring of energy resistance against the breath weapon.

The problem I see with this scenario is that there's not really any mechanism for quickly identifying items found. Even potions have this problem (did they solve this for the Game Day? If so, how?).

The exception, of course, are scrolls, which can be identified with Read Magic.

Of course, you could fudge this, or just plain ignore it. (DM says, "you find this sword", and hands over the item card, which just happens to have "dragon bane frost longsword" on it.)

4)A formal follow-up. Don't just run one cool fight for the new player and expect him to come back. Point him to your friendly hosting retailer and suggest he buy a Basic Game or a PHB if he really had fun. Try to set up or find a new campaign starting soon after the event, where newbies can show up with their 1st-level characters and start rolling. At least swap contact info. Try to not only entertain the player, but welcome into the gaming community.

Okay, this is getting into the logistics of staging the thing, but you're quite right.

Ideally, the location should have a ready supply of Basic Sets and PHBs on hand. Even better would be to have a small pile of them (shrik-wrapped) on the game table, or a nearby table. Plus, at least one copy of each open for people to peruse.

There absolutely should be some vector from Game Day to a regular campaign, at the very least in the form of a registry of interest in the FLGS. But the local game groups should try to pitch in - this is probably the single best chance in the year to pick up those new gamers you're crying out for.

Oh, and the experts who are on hand will probably be asked at some time what is needed to get playing. I recommend, therefore, they be quietly advised beforehand of the 'correct' answer: you need a PHB and some dice (or a Basic Set). Many times, I've seen newbies pointed at a PHB, accompanying Complete book, and as many as a dozen other things. I've then seen those same people run a mile. The PHB is intimidating enough - let's not compound the problem.
 

delericho said:
I assume by that you mean taking a (somewhat) experienced player, and having them DM for the first time?

If so, I wholeheartedly agree that that would be a laudible goal. If, however, you were suggesting taking a complete newbie and having them run the game out of the box... well, I still agree it would be a fine goal, but I suspect it wouldn't be realistically achievable.



Certainly, I agree the adventure should be runnable from the module text, without reference to the books (as far as possible). If nothing else, this will vastly speed up play.

However, you do raise the question: for whom would we be writing? If we assume DMs of little experience, you're quite right that we need to avoid anything complex to run. On the other hand, if we assume experienced DMs, then we want to be careful to avoid making the adventure too basic. We need it to be fun for the DMs too!

Of course, the possibility exists to do two versions of the adventure, one for novice DMs and the second for old hands. But then we've just nearly doubled the required work, which may or may not be worthwhile.

Actually I see three 'targets' for the writing.
1. The somewhat experienced DM who is looking to attract players to the game.
2. The experienced player who is looking to try behind the screen.
3. The new-ish player who just went through the dungeon and wants to try the other side.

I think someone who just ran through the dungeon as a player could then turn around and DM, that's a good goal. They saw how stuff works,, now they can make it their own. The brand new player who is scared to DM wouldn't work, but the one who thinks it'd be cool to sit over there, and is up for the challenge, they could be a good target.

As for the dragon - I could see a young adult white dragon. But nix the SR, and frightful presence, and maybe the DR. That should put him about a CR 7, keeps him simple, but makes him LARGE. And really a dragon should be bigger then me.
Although the young red meets that criteria too (just nix the spellcasting).

And heck that keeps my idea of a mass of kobolds in there (serving the dragon, carting it's loot).
-cpd
 

Glyfair said:
Yet you are recommending a dragon as an opponent in the adventure?

IMO, dragon's just are new DM friendly. An appearance by a dragon is fine, but it just shouldn't be an opponent in an adventure that a new DM will often be running. Maybe a dragon if the options are very limited (like the dragon encounter in The Sunless Citadel).

Dragons are deceptively simple at lower levels. Until you really get into their spellcasting and larger sizes, they really don't have many more options than PC's. Move, attack, breath weapon, some immunities and perhaps a spell-like ability or two. Check out the sample young red dragon in Draconomicon. The most rules-intensive part there is the SR. The confusing part is that (unlike most monsters in the MM), you can't really run dragons straight out of the book, you have to prep them ahead of time. If you're not trying to run them straight from the MM, you shouldn't have a problem even with a new DM.
 

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