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What to DM to a newbie group of girls?
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<blockquote data-quote="Dannyalcatraz" data-source="post: 2231194" data-attributes="member: 19675"><p>OK...read the entire thread. I have one caveat before I make my suggestions: Whichever adventure you use, avoid those with strong negative female stereotypes. Sometimes they hide, so be careful and read the entire adventure before running it.</p><p></p><p>Suggestions:</p><p></p><p>1) I agree with the poster who suggested using pregens, at least to the point of having pregens <em>available</em> for selection. If nothing else, they may stir someone's imaginations or help them complete their own PC conception & design. Pregens also let you run a slightly higher power-level game without having to walk newbies through artificial levelling.</p><p></p><p>2) AEG and FFG published a HORDE of quickie adventures, many of which were reviewed in Dragon Magazine Annual #6, if I properly recall. Some were better than others, but few were actually intro level- hence suggestion #1. Personally, I own AEG's <em>Jerimond's Orb</em>, <em>Castle Zadrian</em>, <em>Servants of the Blood Moon</em>, and <em>The Heart of Amun Khonshu</em>- none of which is lower than PC lvls 2-4.</p><p></p><p>3) AEG has also published 2 softcover books- Adventures 1 and 2, which contain some good stuff.</p><p></p><p>4) Dungeon Magazine usually publishes at least 1 low, 1 medium and 1 high level adventure per issue- most of them are pretty decent.</p><p></p><p>5) I agree with Celebrim's idea of converting UK1. I'd add Village of Homlet. If you're particularly optimistic, try ToEE- my game group started with 1st level PCs and are using it as our campaign's centerpiece, and now our PCs are 7th level.</p><p></p><p>6) Homebrew: There is something to be said for running something like a caravan that gets ambushed or a sewer crawl after somebody with "The Maguffin": Flexibility. The initial adventure(s) center around some bandits attacking the caravan, or recovering "The Maguffin"...and can easily be stretched into a campaign. All you need is a good party group, a general plot line, the necessary maps, a couple of set encounters and some good random encounter charts.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 2231194, member: 19675"] OK...read the entire thread. I have one caveat before I make my suggestions: Whichever adventure you use, avoid those with strong negative female stereotypes. Sometimes they hide, so be careful and read the entire adventure before running it. Suggestions: 1) I agree with the poster who suggested using pregens, at least to the point of having pregens [I]available[/I] for selection. If nothing else, they may stir someone's imaginations or help them complete their own PC conception & design. Pregens also let you run a slightly higher power-level game without having to walk newbies through artificial levelling. 2) AEG and FFG published a HORDE of quickie adventures, many of which were reviewed in Dragon Magazine Annual #6, if I properly recall. Some were better than others, but few were actually intro level- hence suggestion #1. Personally, I own AEG's [I]Jerimond's Orb[/I], [I]Castle Zadrian[/I], [I]Servants of the Blood Moon[/I], and [I]The Heart of Amun Khonshu[/I]- none of which is lower than PC lvls 2-4. 3) AEG has also published 2 softcover books- Adventures 1 and 2, which contain some good stuff. 4) Dungeon Magazine usually publishes at least 1 low, 1 medium and 1 high level adventure per issue- most of them are pretty decent. 5) I agree with Celebrim's idea of converting UK1. I'd add Village of Homlet. If you're particularly optimistic, try ToEE- my game group started with 1st level PCs and are using it as our campaign's centerpiece, and now our PCs are 7th level. 6) Homebrew: There is something to be said for running something like a caravan that gets ambushed or a sewer crawl after somebody with "The Maguffin": Flexibility. The initial adventure(s) center around some bandits attacking the caravan, or recovering "The Maguffin"...and can easily be stretched into a campaign. All you need is a good party group, a general plot line, the necessary maps, a couple of set encounters and some good random encounter charts. [/QUOTE]
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