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Post by Deleted on Sept 10, 2013 18:09:48 GMT -8
I'm about to start a game with some guys/gals from my local watering-hole who expressed interest in trying "D&D".
They really have no idea what "D&D" is, other than "You pretend to be Conan and stuff, and there's magic and Dragons." I think a couple of the interested (whom I haven't met) have actually played World of Warcraft a little bit, but there didn't seem to be much coherent understanding of a table-top RPG is, so I decided to go with a modern, rules-light system like DungeonWorld (especially after playing in a couple of Hyvemind's amazing games at Gateway2013).
My question for you folks is, what is the most awesome "starter" adventure you have played and/or run in DW? I looked at some of the RPG "classics" for inspiration (Keep on the Borderlands, Caverns of Thracia, etc.) but I didn't want to bias my decision on D20-based tropes. Many of the classic starter adventures have similar features, including: multiple independent paths, many small acheivable goals, etc.
So, keeping in mind that I plan to run DW, what should I run to hook some new players on the hobby?
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Post by Kainguru on Sept 11, 2013 5:30:41 GMT -8
The classic Village of Hommlet or Len Lakofka's Lendore Isle series. The now defunct TSR UK did some very good introductory adventure modules for new and 1st level players/characters : 'The Eye of the Serpent' was one that introduced many of the tropes of the genre to new players. Aaron
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D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
Posts: 2,857
Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
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Post by D.T. Pints on Sept 11, 2013 7:50:06 GMT -8
Though he will may or may not agree to it maxinstuff is our resident Dungeon Crawl Classics proselytizer. That system would probably have some modules worth checking out.
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Post by Kainguru on Sept 11, 2013 7:53:11 GMT -8
Or perhaps some old Hackmaster early modules? Aaron
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Post by stork on Sept 11, 2013 8:14:29 GMT -8
The village of Hommlet.....wow that takes me back. I'm gonna have to Google that one and relive it. That may be one of the first modules I ever played. That and the stuff out of the Dragon Magazine contests. Some of those were great. Wonder If they are on line somewhere.....hmmmmmmm
:goes off to have a look:
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Post by malifer on Sept 11, 2013 8:48:12 GMT -8
I have run the DungeonWorld Demo Temple of Ungu by Jason Morningstar twice. It is a relatively simple dungeon crawl with lots of things you can easily add as GM. It has lots of weird creepy spider things. You can run it in as little as 2 hours. It comes with a list of potential items that can be found and a weird map I don't bother with. Some of the questions are good, but I tend to make up a few of my own. All in all it's a good "start" before you move on to something potentially multi-session. Oh and it's free. www.bullypulpitgames.com/projects/games/dungeon_world/dungeon_world_demo_morningstar.pdf
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Post by Kainguru on Sept 11, 2013 9:16:41 GMT -8
The village of Hommlet.....wow that takes me back. I'm gonna have to Google that one and relive it. That may be one of the first modules I ever played. That and the stuff out of the Dragon Magazine contests. Some of those were great. Wonder If they are on line somewhere.....hmmmmmmm :goes off to have a look: Weellll, I've the complete Dragon Mag Archive CDRom. All Dragon mags upto issue 300 (including strategic review) as PDF's. Note the issue number and I'll extract and post the relevant module. Aaron
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HyveMynd
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Dirty hippie, PbtA, Fate, & Cortex Prime <3er
Posts: 2,273
Preferred Game Systems: PbtA, Cortex Plus, Fate, Ubiquity
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Currently Running: The Sprawl
Favorite Species of Monkey: None
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Post by HyveMynd on Sept 16, 2013 16:19:35 GMT -8
Thanks for the compliment, @mystikphish. If you played in a "couple" of my games at Gateway 2013, that must mean you were the guy who played the Wizard in my Lost Temple-City of Xtylos Dungeon World game on Friday afternoon. Full disclosure here, but that adventure was actually a Dungeon Crawl Classics module. All I did was convert the monsters to Dungeon World format and think of some intro questions give the players a bit of world shaping power and get the PCs invested in the story. That is part of the reason I like Dungeon World so much. It is very easy to "convert" adventure modules to the system, as you only have to capture the spirit of the module. You really don't have to worry about balance, if you built your encounters "properly", or number crunching at all.
With that in mind, I would say a good intro module is any that makes you go "Aww snap! That's fucking cool!" That is precisely what happened when I read the DCC module I used for my Lost Temple-City game. There was something (not saying what) in that module that really caught my interest and compelled me to run it. Because Dungeon World doesn't really care about balance or "levels", I think the most important thing is that the GM is excited about the adventure they are running.
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D.T. Pints
Instigator
JACKERCON 2018: WITH GREAT POWER COMES GREAT RESPONSIBILITY June 22-July 1st
Posts: 2,857
Currently Playing: D&D 5e, Pathfinder, DUNGEONWORLD, Star Wars Edge of the Empire
Currently Running: DUNGEONWORLD, PATHFINDER
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Post by D.T. Pints on Sept 16, 2013 19:26:35 GMT -8
Thanks for the compliment, @mystikphish. If you played in a "couple" of my games at Gateway 2013, that must mean you were the guy who played the Wizard in my Lost Temple-City of Xtylos Dungeon World game on Friday afternoon. Full disclosure here, but that adventure was actually a Dungeon Crawl Classics module. All I did was convert the monsters to Dungeon World format and think of some intro questions give the players a bit of world shaping power and get the PCs invested in the story. That is part of the reason I like Dungeon World so much. It is very easy to "convert" adventure modules to the system, as you only have to capture the spirit of the module. You really don't have to worry about balance, if you built your encounters "properly", or number crunching at all. With that in mind, I would say a good intro module is any that makes you go "Aww snap! That's fucking cool!" That is precisely what happened when I read the DCC module I used for my Lost Temple-City game. There was something (not saying what) in that module that really caught my interest and compelled me to run it. Because Dungeon World doesn't really care about balance or "levels", I think the most important thing is that the GM is excited about the adventure they are running. Nice to see the Hippie Game Proselytizer is back! Whaddya going to run for Jackercon Part Deux Hyve ?
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maxinstuff
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Post by maxinstuff on Sept 16, 2013 21:43:59 GMT -8
I will say that Sailors of the Starless Sea (Dungeon Crawl Classics) is pretty much THE starter adventure for DCC now.
If your player characters don't come out of that with some form of PTSD then they were already insane.
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