Best adventures to run for a group of adolescents, and maybe some of their fathers?


3.5/d20/OGL


I'm toying with the idea of starting a game for some of the kids in my neighborhood and maybe some of their fathers. Does anyone have experience with this? I don't want to have to ask them to learn the whole PHB in the beginning. Is anyone writing simple but good adventures for kids around 13 years old? Also, are there simplified rules sets out there?

I'm thinking this might actually be an important product line for you game developers if we old farts are going to pass on the game to our kids and their friends.

Thanks,

Dark Archive

Tsulis wrote:
Also, are there simplified rules sets out there?

This might not be what you are looking for but I'd suggest Castles & Crusades. It, without a doubt, provides a D&D experience but with a slimmed down rule set. The total buy-in for the C&C system is $40, less if you shop around.

TLG, the makers of C&C, also produce a fair number of modules (Some of the DCC modules have been converted to C&C as well.)

Shadows of the Halfing Hall is an excellent beginning adventure for what you are looking for and would R0XX0rz teh s0Xx0rz of the group.

Scarab Sages

I'd recommend TOON or Paranoia.
It won't matter when you kill them off... ;)


If you want a simplified version of the D&D game, complete with miniatures, floor tiles, scenarios and pre-generated characters, then the D&D basic set may be what you are looking for.

I bought the original edition, and although I haven't used it, I'd say it's good value (the minis and tiles alone make the purchase worthwhile)...


EileenProphetofIstus wrote:

I consulted my 15 year old daughter who has been playing with the family for the past several years, and now has gone on to introduce the game to her friends (ages 13-16) by DMing for a school and home group, so here she is:

First you should find out if your players are going to be more interested in the role-playing aspect of the game or simply the action. Personally, I have found that kids my age seem to prefer fighting over role-playing; but I have met a few who prefer to role-play. (As a general rule, the female players seem to be more into role-playing than male players)

As far as rules go; in the first few games, only use the basics; don't include anything overly special (such as bull rush, cleave, and other fun things like that) When your players have the hang of the basics, then you should start inserting some special options like bull rush or cleaving. This way, they learn the basics and can learn the other 'fun' stuff without having to read the Players Handbook cover to cover.

When your players are making a character, try to ask them questions to find out what kind of character they might like before opening the players handbook. After all, eleven classes and seven races will overwhelm even the most experienced people. If you find out what certain people will like, you can try to make your group even, and limit the "there is way too many races and classes to pick from" syndrome. Try describing the races and classes, and make suggestions on what races fit best with what classes.

Don't put your players up against things that are going to eat them alive unless they can come up with a really intelligent and creative way out. Most likely, they are going to try and kill it. Naturally the best way to do this is to make the battles character-friendly.

When choosing or making adventures I try to pick ones that focus a little bit more on action. For most kids my age this really makes it more interesting. However, if you have a few kids who are into role-playing, try to make the player introduction into the adventure a weal-and-deal, come to an agreement over payment, type thing. Above all else, I try to make the adventures shorter; after all, short adventures require shorter attention spans. If your players look like they can handle longer ones, than pick or make longer ones.

The adventures I would recommend from either DMing experiences or playing experiences are: Any of the Goodman Games (I don't remember specific ones) Lost Caverns of Tsojancth, White Plume Mountain, Ghost Tower of Inverness, Forge of Furry, or the Sunless Citadel. However, the best adventure too start out with is Sinister Secret of Saltmarsh.

None of these are particularly long, so you shouldn't have to worry about attention spans.

Hope that helped!
-Jillion Tealleaf (everyone’s favorite rouge)


Tsulis wrote:


I'm thinking this might actually be an important product line for you game developers if we old farts are going to pass on the game to our kids and their friends.

Thanks,

I do too. In regards to an adventure might I recommend a couple of short 3.x Dungeon adventures that I thought had a good mix of fun, action, and role-playing sans an inordinate amount of violence; The Devil Box - by Sir Richard Pett, Palace of Plenty - by Tito Leati, Swords of the Dragonslake - by Nick Logue, Wingclipper's Revenge - by Chris Wissel, Melorn Hospitality - by Russ Brown, The Menagerie and Masque of Dreams by yours truly.

I don't have the issue numbers in front of me and am pressed for time so I can't list all the great adventures that appeared in Dungeon just the ones off the top of my head.

-GGG

Scarab Sages

As far as easy rules go - many of the unisystem (eden) boojks might work, as far as adventures go - picking up some of the old al quadim stuff and modyfing them to the rules you use (you should go light on rules anyway...) might be the best trick. Most of the stuff runs like a good 1001 Night fairy tale.


I'd also suggest Castles & Crusades for an introduction to RPGs. It's simplified rules, but based on d20 and borrows quite a bit from 1st Edition and from 3rd Edition so if they get into RPGs the upgrade to D&D will be easy.


If you want to play D&D and nott Castles & Crusades or a different RPG then I would suggest "Scurge of the Howling Horde".

Its a very simple beginning adventure that was meant for new players.


fray wrote:

I'd recommend TOON or Paranoia.

It won't matter when you kill them off... ;)

Only a commie mutant traitor would say that.

Your friend,
-The Computer


Do you think there might be something wrong with a game that is so complicated that when you think about teaching it to three or four people the idea seems totally impractical, and then when you ask people about it they all suggest other games instead?

I will check out the basic set though. That might be perfect.

Thanks all. I'll let you know how it works out.


Tsulis wrote:

Do you think there might be something wrong with a game that is so complicated that when you think about teaching it to three or four people the idea seems totally impractical, and then when you ask people about it they all suggest other games instead?

I will check out the basic set though. That might be perfect.

Thanks all. I'll let you know how it works out.

Well, you did load the question by asking about simplified rulesets. People are just letting you know they do exist and which ones to try.


Eric Tillemans wrote:
Tsulis wrote:

Do you think there might be something wrong with a game that is so complicated that when you think about teaching it to three or four people the idea seems totally impractical, and then when you ask people about it they all suggest other games instead?

I will check out the basic set though. That might be perfect.

Thanks all. I'll let you know how it works out.

Well, you did load the question by asking about simplified rulesets. People are just letting you know they do exist and which ones to try.

I suppose you're right. But you know I read the archive of the chat with the woman from Paizo, I think she is the CEO, and when she mentioned that the market is getting smaller, I thought, it was no wonder. The game is too complicated.

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