What to DM to a newbie group of girls?

But seriously, there are a wealth of short adventures out there - if you're not accustomed to writing your own stuff, grab a Dungeon Magazine or two, and you're bound to find something you can use.
 

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Dungeon magazine usually has good short but full adventures and the wizard's amulet from necromancer games is generally well received one. Either option should be good for a one to two nights of adventure.
 

OK Magician, relax. If you didn't want all the comments about the stereotyping and how to DM a group of women, you should not have mentioned it in the post. You should have just asked for suggestions about short adventures for new players - not heavily combat focused and explain that you are an experienced DM just looking for topics. Once many hear read 5 19 year old women all other coherent thought goes away.

Anyway, I would suggest looking here:

http://www.dndadventure.com/html/adventures/adv1.html

I have found some decent one shot adventures with a mystery theme on this site before. I cannot recall exactly which ones, but take a look.
 

Thornir Alekeg said:
Once many hear read 5 19 year old women all other coherent thought goes away.

Actually, the amount of coherent thought goes WAY up. It just that all that extra thought is directed in a certain vein (Lord of the G-String as opposed to Lord of the 1 Ring) and any avenue of thought in any other direction is pre-empted for a special 'presentation'.
 

The_Magician, when you make statements like
The_Magician said:
they are girls, they are beginners, and I dont want to give them anything too complicated to start with
You run the risk of being interpreted as saying, "BECAUSE they are girls, they can't handle complicated stuff."

You don't need to yell at people who are trying to help you. Yes, they misinterpreted what you said. But what you said was perhaps not as crystal-clear as you may have thought.

In fact, one might argue that since people misinterpreted you, what you said was BY DEFINITION not crystal-clear.

You're the one who made a point about your players' age and gender. It doesn't surprise me that people assume that their age and gender is in fact the source of your difficulty.
 

The_Magician said:
Edit2: The reason I am asking for those suggestions is because I am the kind of DM who prefers big campaigns, so I don't know many short adventures. So, that's the only way you can help me, by offering suggestions of what adventure modules to DM. Thanks.
Then you should have been considerably more clear in your original post.

In any case, as others have suggested: Dungeon magazine.
 


I'm sorry I missed this one when it originally came out.

I'd really suggest, very very strongly, the HeroQuest RPG. It's different than 3.X or D&D in some very specific ways, ways that I think go better with the general female mindset. And it's very adaptable. I've played it a few times with females, and they all have agreed that they liked the system much better than 3.X, or that type of game. They even requested more!

And, for that matter, it's still quite fun for guys too! As that's where I picked up the game, from a group of guys (isn't that where all games are played?). But there is a different mindset in general when dealing with girls, and the HeroQuest rules set seems to set better with females (in typical) than any other set I've seen.
 

The_Magician said:
Thanks, but I am actually trying to avoid combats as focus. I am hoping someone can just come here and blurb the name of an entertaining short adventure module.

I don't play published modules. Read them yes, use them no.

Haunted House.

I did this one once with two players with almost no gaming experience. Heavy on 'feel' and roleplaying, very scooby doo. (except that I gave one character a pet dog, just so I could kill it and write "LEAVE OR DIE!" on the floor in it's blood.) With my haunted house, just like scooby doo, it wasn't ghosts or whatever, it was crotchity old mr. swarm of cranium rats.
They had a great time and it was mentioned in conversations for years afterward.

I'd also not start them at first level, give them a little buffer, say lvl 3-5.
 

What do you think they'll enjoy in place of combat? Problem solving? Mystery solving? Political intrigue? Once you determine what you think could entertainingly replace combat and still be interactive, then you can start to fashion the right kind of adventure.

There are all kinds of options, like staging a break-in to obtain an important artifact or being framed for a crime and placed on trial for it. But what we need to get a sense of is what kinds of things these players are interested in.

Also, have they expressed a clear preference for fantasy as the genre or have they just asked you to run an RPG? If they have just asked you to run an RPG, might I recommend Mutants and Masterminds? Superheroes tend to work well for short-term or one-off campaigns; and the rules, while still being basically D20 are a lot simpler.
 

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