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<blockquote data-quote="tdewitt274" data-source="post: 6334235" data-attributes="member: 20117"><p><strong>Lessons</strong></p><p></p><p>Here are some ideas I had for different lessons to help reinforce the rules and to "correct" bad behaviors. The idea is to have lessons for each individual or group for a "class". So, for example, the Weaponmaster (in this case, Kodrin Delvar) is in charge of teaching the 1st year recruits on basic combat. The players don't get weapons unless they're provided. </p><p></p><p>Below are the rough encounters (introduction, then the activity).</p><p> </p><ul> <li data-xf-list-type="ul">Retreat<ul> <li data-xf-list-type="ul">"Ok Adventurers. Here's your first lesson. Remember this lesson because it is the most important thing you will ever learn. If one of your teachers says this same thing, they're lying." Kodrin pokes inside the box a few time with rabid growls responding. "What's in the box?" someone says. "Your first lesson." he smirks as he pulls a key that opens the box and a goblin jumps out brandishing a nasty looking sword. "Run, kiddos!"</li> </ul></li> <li data-xf-list-type="ul">Aid Another & Flanking<ul> <li data-xf-list-type="ul">"Alright. Lesson number two: you're friends are your enemies worst enemy. Pair up with the person to your right. They are your fighting partner. Now, go with your partner and pull the pin on the box." The students abide and find a sleeping goblin staked to the ground. A piercing sound blasts the goblins awake. "Get into defensive positions and attack the goblin! Surround him and attack him from both sides! If you can't hit him, distract him so your buddy can."</li> </ul></li> <li data-xf-list-type="ul">Initiative<ul> <li data-xf-list-type="ul">"Now, eventually you will be walking down a dungeon and see a baddie. Your goal is to survive. You know Lesson One. Remember it. Next, Lesson Two. Now, Lesson Three. Sometimes the best action is inaction. Sometimes it's better to attack first, sometimes last. However, sometimes it's at the same time. Delay or Ready your action as needed. Everyone go into a separate room and address the situation." <ul> <li data-xf-list-type="ul">Room One will be a caster that will attempt to move away and cast. </li> <li data-xf-list-type="ul"> Room Two will be a person moving in to attack. </li> <li data-xf-list-type="ul"> Room Three will be a person going to attack someone else in the room. </li> <li data-xf-list-type="ul"> Room Four will be a person that readies their action against the student.</li> </ul></li> </ul></li> <li data-xf-list-type="ul">Total Defense<ul> <li data-xf-list-type="ul">"The best defense is not to get hit. Oh, sure, armor and shields can help. However, there may be situations where you don't have that luxury! So, what do you do? Dodge, dip, duck, dive, and dodge! If the enemy can't hit you, you don't get hurt! Make yourself a harder target. That is lesson XXXX."</li> </ul></li> <li data-xf-list-type="ul">Movement<ul> <li data-xf-list-type="ul">"All of these lessons are important. However, they don't do you a lick of good if you don't move around. That's Lesson XXXX. Not only is movement a good offensive strategy, it's also a good defense. For example, Lesson #1. You need to be able to get to your enemy, as well as get away from them."</li> </ul></li> <li data-xf-list-type="ul">Healing and Dying<ul> <li data-xf-list-type="ul">"Eventually, you're going to get hit. So, what do you do about it? Well, there's all kinds of ways to save your buddies. Some be magic, some be mundane. I'll show you both and when to use them.<br /> Each kid is given a ring while in classes. Minor enchantment that stabilizes the person wearing it just before dying. Only can only be used within 20' of a healer with the master ring.</li> </ul></li> <li data-xf-list-type="ul">Basic Attacks (Melee, Missile, Trip, and Charge)<ul> <li data-xf-list-type="ul">"Yeah, yeah! I bet you're sayin' 'But when do we get to fight?!' Well, today's your day! Everything you have learned so far is important in today's lesson. I'll show you how to swing a sword, shoot a bow, and a few other tricks as well. But remember, just having a weapon means that you are a threat. An even bigger threat if you have it ready!"<br /> Seeing & Targeting and Cover & Concealment - "Ok, Kiddos! Payback time. Today's lesson involves attacking your poor defenseless teacher. Come and get me." Kodrin runs into the brush and uses trees and rocks to hide behind getting cover. "See how difficult it is to hit someone that's hiding behind something? Use cover to your advantage, and never let your enemy. That, my students, is Lesson XXXX."</li> </ul></li> <li data-xf-list-type="ul">Searching<ul> <li data-xf-list-type="ul">"Alright, gather around! So, why are we here? What is the reason for becoming adventurers? Fame? Glory? Wealth? Well, you're a liar if you say it isn't about the money. My case in point, I deposited XX gold pieces around the area. But, you're going to have to search them out. Things pop up when you least expect them. Sometimes you're lookin' out of the corner of your eye and there it is! Sometimes, you have to dig deep to find the answer. Since you're not supposed to have money of your own on campus, bring it to me so I know what else is out there. When all the gold is collected, the one that collects the most will get the prize. I expect it won't take too long."</li> <li data-xf-list-type="ul">All GPs will have a target number for the player to find. Checks will go by as if they were random encounters. Active searching will allow the player to roll to find a coin. Passive perception will be used otherwise. If a tier has no more coins left, no coin is found.</li> <li data-xf-list-type="ul">It may take some time for the GPs to actually be found. Eventually, some less savory characters (NPC or PC) may attempt to cheat by bringing their own GP to the table. In this case, the coins distributed are marked in some way.</li> </ul></li> </ul><p></p><p>I'd be interested in hearing any other thoughts or suggestions.</p><p></p><p>Thanks!</p></blockquote><p></p>
[QUOTE="tdewitt274, post: 6334235, member: 20117"] [b]Lessons[/b] Here are some ideas I had for different lessons to help reinforce the rules and to "correct" bad behaviors. The idea is to have lessons for each individual or group for a "class". So, for example, the Weaponmaster (in this case, Kodrin Delvar) is in charge of teaching the 1st year recruits on basic combat. The players don't get weapons unless they're provided. Below are the rough encounters (introduction, then the activity). [LIST] [*]Retreat [LIST] [*]"Ok Adventurers. Here's your first lesson. Remember this lesson because it is the most important thing you will ever learn. If one of your teachers says this same thing, they're lying." Kodrin pokes inside the box a few time with rabid growls responding. "What's in the box?" someone says. "Your first lesson." he smirks as he pulls a key that opens the box and a goblin jumps out brandishing a nasty looking sword. "Run, kiddos!" [/LIST] [*]Aid Another & Flanking [LIST] [*]"Alright. Lesson number two: you're friends are your enemies worst enemy. Pair up with the person to your right. They are your fighting partner. Now, go with your partner and pull the pin on the box." The students abide and find a sleeping goblin staked to the ground. A piercing sound blasts the goblins awake. "Get into defensive positions and attack the goblin! Surround him and attack him from both sides! If you can't hit him, distract him so your buddy can." [/LIST] [*]Initiative [LIST] [*]"Now, eventually you will be walking down a dungeon and see a baddie. Your goal is to survive. You know Lesson One. Remember it. Next, Lesson Two. Now, Lesson Three. Sometimes the best action is inaction. Sometimes it's better to attack first, sometimes last. However, sometimes it's at the same time. Delay or Ready your action as needed. Everyone go into a separate room and address the situation." [LIST] [*]Room One will be a caster that will attempt to move away and cast. [*] Room Two will be a person moving in to attack. [*] Room Three will be a person going to attack someone else in the room. [*] Room Four will be a person that readies their action against the student. [/LIST] [/LIST] [*]Total Defense [LIST] [*]"The best defense is not to get hit. Oh, sure, armor and shields can help. However, there may be situations where you don't have that luxury! So, what do you do? Dodge, dip, duck, dive, and dodge! If the enemy can't hit you, you don't get hurt! Make yourself a harder target. That is lesson XXXX." [/LIST] [*]Movement [LIST] [*]"All of these lessons are important. However, they don't do you a lick of good if you don't move around. That's Lesson XXXX. Not only is movement a good offensive strategy, it's also a good defense. For example, Lesson #1. You need to be able to get to your enemy, as well as get away from them." [/LIST] [*]Healing and Dying [LIST] [*]"Eventually, you're going to get hit. So, what do you do about it? Well, there's all kinds of ways to save your buddies. Some be magic, some be mundane. I'll show you both and when to use them. Each kid is given a ring while in classes. Minor enchantment that stabilizes the person wearing it just before dying. Only can only be used within 20' of a healer with the master ring. [/LIST] [*]Basic Attacks (Melee, Missile, Trip, and Charge) [LIST] [*]"Yeah, yeah! I bet you're sayin' 'But when do we get to fight?!' Well, today's your day! Everything you have learned so far is important in today's lesson. I'll show you how to swing a sword, shoot a bow, and a few other tricks as well. But remember, just having a weapon means that you are a threat. An even bigger threat if you have it ready!" Seeing & Targeting and Cover & Concealment - "Ok, Kiddos! Payback time. Today's lesson involves attacking your poor defenseless teacher. Come and get me." Kodrin runs into the brush and uses trees and rocks to hide behind getting cover. "See how difficult it is to hit someone that's hiding behind something? Use cover to your advantage, and never let your enemy. That, my students, is Lesson XXXX." [/LIST] [*]Searching [LIST] [*]"Alright, gather around! So, why are we here? What is the reason for becoming adventurers? Fame? Glory? Wealth? Well, you're a liar if you say it isn't about the money. My case in point, I deposited XX gold pieces around the area. But, you're going to have to search them out. Things pop up when you least expect them. Sometimes you're lookin' out of the corner of your eye and there it is! Sometimes, you have to dig deep to find the answer. Since you're not supposed to have money of your own on campus, bring it to me so I know what else is out there. When all the gold is collected, the one that collects the most will get the prize. I expect it won't take too long." [*]All GPs will have a target number for the player to find. Checks will go by as if they were random encounters. Active searching will allow the player to roll to find a coin. Passive perception will be used otherwise. If a tier has no more coins left, no coin is found. [*]It may take some time for the GPs to actually be found. Eventually, some less savory characters (NPC or PC) may attempt to cheat by bringing their own GP to the table. In this case, the coins distributed are marked in some way. [/LIST] [/LIST] I'd be interested in hearing any other thoughts or suggestions. Thanks! [/QUOTE]
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