What Should An Introductory Scenario Look Like?

Reynard

aka Ian Eller
Supporter
A recent thread got me thinking about what a good introductory scenario for an RPG should look like. How should* a designer design a scenario meant to teach a group how to use their game? How should a experienced GM design a scenario to teach new players the game? Are these significantly different? And, as an aside, is it better if this is a stand alone "quickstart" type product, a speciafically designed "starter set", or something in the core rules/main book?

*Yes, I used the word "should." Don't overthink it.
 

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It depends: is it an adventure for people new to this game, or new to RPGs in general?

Assuming the latter, I'd recommend a structure similar to "Lost Mine of Phandelver" - start with a small, self-contained location with a very clear motivation, then expand to a wider environment, then expand again to an even wider one, and then bring it to some sort of (hopefully satisfying) conclusion.

If it's for experienced players who don't know this particular game, I'd strongly recommend leaning into the things that make this game (or setting, or whatever) unique - if it's fundamentally about exploring strange new worlds, have the PCs do that; if it's about political intrigue, that's the thing to focus on.
 

And, as an aside, is it better if this is a stand alone "quickstart" type product, a speciafically designed "starter set", or something in the core rules/main book?
For this one in particular, I'd say the core rulebook is better, but only if the designers are willing to dedicate sufficient page count to the job. If what you're actually getting is a two-page mini-scenario, it's probably not worth the effort.
 

It depends: is it an adventure for people new to this game, or new to RPGs in general?
Good question. I hadn't considered that.
Assuming the latter, I'd recommend a structure similar to "Lost Mine of Phandelver" - start with a small, self-contained location with a very clear motivation, then expand to a wider environment, then expand again to an even wider one, and then bring it to some sort of (hopefully satisfying) conclusion.
Phandelver is a pretty good starter set, probably the best D&D had had since the Metzner Red Box.
If it's for experienced players who don't know this particular game, I'd strongly recommend leaning into the things that make this game (or setting, or whatever) unique - if it's fundamentally about exploring strange new worlds, have the PCs do that; if it's about political intrigue, that's the thing to focus on.
That seems like good advice. "Don't bury the lede." If you are writing a Monster of the Week introductory scenarion, there better be a monster.
 

If it just introducing people to ttrpg as a one shot, then Phandelver is too long. It is a good starter campaign but something like the Delian Tomb is a better cold start.
I would also start the players in media res. For example, in the case of the Delian Tomb, I would have to goblins assault the village and at the end of a short rest after the fight a wounded villager staggers up with the account of the captured people then a pursuit to the location of the tomb.

I think a strong start and a obvious inciting incident is very useful, especially for new players.
 

Meaningful choices and freedom. It's what sets RPGs apart from other types of games like board and video. Starting scenario to introduce folks to RPGs should lean into that with spots that encourage players creativity. Hook new players on the magic.

Even if it's not for new RPG players it should still have that. Lost Mines is probably my favorite starter set adventure because it doesn't fell railroad.
 

For a scenario that is introducing at least moderately experienced TTRPG players to a new game, I think the most important thing is to get the math right in the challenges and obstacles (whatever that means for the game in question). This is especially true if we are assuming that the GM is new to the new game, too, but even if not it is just too much work for a GM to try and teach a game while also rebalancing the encounter math.

I don't actually think absolute freedom is a desirable element. I think a couple meaningful choices is enough, and you want to make sure the players are exposed to the elements that make that game unique (which might require a dash of railroading).
 

For teaching the game, I think the Beginner Sets for Star Wars are pretty dang good. They are fairly short scenarios, and gradually introduce various concepts: this is how a skill check works, this is a simplified fight, this is how opposed checks work, here's a more complicated fight where we'll use the actual initiative rules, this is how you advance a character, and so on. In addition, they come with web enhancements that let you easily build on the stuff in the original adventure for a bunch more adventuring – "What's next?" is a vital question to answer in any beginner adventure.

As to whether a standalone beginner set or just a scenario is better, that's more a matter of taste. A beginner set usually offers a low-cost introduction, particularly for the bigger/more expensive games. This is good for people who want to try it out. On the other hand, it means it likely contains some material duplicated from the game's core rules, which some consider "waste".

I'm not in favor of including it in the core rules, at least not as part of a single volume (it'd work great in a boxed set). I would not want to carry the intro adventure around wherever I take the game, and it's a nuisance to flip back and forth between adventure and rules – particularly for a newbie who doesn't have the rules down yet.
 

If it just introducing people to ttrpg as a one shot, then Phandelver is too long.
"Lost Mine of Phandelver" is certainly not without its flaws (notably, that first section is too deadly). That's why I referenced the structure only.

For me, the length of LMoP is a feature, not a bug - the recurring nature of D&D campaign play also being a feature rather than a bug. But you're right - if you want a one-shot to introduce the game, you want something else.
 

"Lost Mine of Phandelver" is certainly not without its flaws (notably, that first section is too deadly). That's why I referenced the structure only.

For me, the length of LMoP is a feature, not a bug - the recurring nature of D&D campaign play also being a feature rather than a bug. But you're right - if you want a one-shot to introduce the game, you want something else.
Do not get me wrong, I think that Lost Mines is a pretty good starting campaign but not where I would start for people new to rpgs.
 

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