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Jimp
2007-11-11, 06:45 PM
What do you think would make the perfect first game session for a group of D&D newbies? What events would you include/avoid?

Lord Zentei
2007-11-11, 06:47 PM
If they have not played role-playing games before at all, best go with a straight low level fighter & rogue party adventure with few if any magic items.

Crow
2007-11-11, 06:48 PM
Food Fight. Or the tavern version of it...[/SR]

....
2007-11-11, 06:54 PM
What was that adventure put in a Dragon magazine?

The Orc and the Pie?

Shortest adventure ever?

You walk into a room. There is a table, on the table is a cherry/apple/peach pie. Standing infront of the table is an orc who looks angry.

The goal is to eat the pie.

bugsysservant
2007-11-11, 06:57 PM
No:
Grappling
Mounted Combat
Tripping
Disarming
Bull Rushing
Turning Undead
Drowning
Environmental Effects
Traps

Yes:
Low level orcs/goblin/kobolds played at int. 4 or so
Zombies and/or skeletons
Low level blaster casters

The groups going to have enough to worry about without tricky rules situations, batmen, or Tucker's kobolds. Probably a simple "recover Macguffin from inexplicable location filled with inexplicable weak monsters."

Also, is this purely hypothetical, or do you want to run a session for some new recruits?

Deepblue706
2007-11-11, 07:08 PM
For D&D newbies, I believe you should brush all basic concepts of the game, with level 1 characters. I think it best that you give them their spells, skills and equipment (don't let them have a choice, or at most, very little), making sure you provide them each with a specific ability necessary to complete the task at hand.

A sleeping guard, holding a key, is a classic example of where the Rogue's sneaking comes into play. Switches, just out of reach, are perfect for an arcane caster's Mage Hand (though, you may want to create instances where this caster does more than minor chores). Alerted guards that rush the party in a narrow hallway allows the Fighter to show his use (and the cleric should get to heal once or twice). Having one, big monster also provides opportunity for flanking - something the rogue should enjoy. A climax filled with low-level undead could also display the cleric's ability to Turn Undead, and also how the rogue has to be careful with his/her targets.

Give an opportunity for ranged combat (perhaps another hallway, but very lengthy, where melee combat isn't much an option) so that they realize the potential of that option in combat.

Also, provide moments where clever item usage can reward the players - like, leaving a small mirror on the ground could allow the PCs to peek around the corner, saving them the surprise of a set ambush. Leaving around other neat items like caltrops, tanglefoot bags, and thunderstones might help them to understand how useful trinkets can be.

Because the players will want their own characters, don't have this go on for very long. It should be short and sweet, with a nice reward at the end.

Afterwards, let them have a choice at continuing any characters they wish, or creating new ones.