* * * Wizards Community Thread * * * -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Thread : Rokie question concerning modules Started at 01-03-04 12:58 AM by LordOfTheRealm Visit at http://forums.gleemax.com/showthread.php?t=158126 -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 1] Author : LordOfTheRealm Date : 01-03-04 12:58 AM Thread Title : Rokie question concerning modules Hi first post here.I only played D&D a few times when I was younger,I always wanted to play more but could never find anyone to play.NE hoo both of my brothers want to satart playing again,so for christmas I got some books and dice along with some modules to use off of Ebay.So my question,is who do you use these books?Do you read them through a few times,highlight important info,or do you just oppen them up from the first page and take it from there.Sorry for the dumb question,there wass no explanation on how you use them in the book,also would anyone here give some good advise to a new DM some good adventure modules to pick up for 2nd edition? -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 2] Author : rostoff Date : 01-03-04 02:24 AM Thread Title : books You need to read the DMG (Dungeon Master Guide) and PH (Players Handbook) before starting play. Your brothers should also read the Players Handbook before you start. After that, you just reference the chart you need while playing, you'll get it soon enough. As far as modules go, you should skim them before playing so you know what's coming up around the corner. You don't have to know it all, but you should know where combat will occur ahead of time. Modules will print Monsters statistics and some tactics, so you won't have to develop those on you own. After a skimming, you can play from page one and go forward. I would get T1-4 Temple of Elemental Evil as a Module. Its a classic, starts for 1st level characters and you can get it from several sources as .pdf for under $5. You can probably pick up the booklet for under $20 online.. Actually, its first edition. Let me think Second Edition, Well, I never played it so I don't know.. Check SVGames.com and RPGnow.com for some ideas. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 3] Author : Malaug Date : 01-06-04 09:49 AM Thread Title : Starting I would read the modules first before playing them. As rostoff said you need to know what was around the corner. For a mega adventure try The Night Below but be careful. You have to be a very good DM to keep the story entertaining and all those little loose threads jangling. Takes characters from 1st level all the way to 15-16th Level and will last for about half a year if you want to play it properly. 2nd Edition didn't release as many games as 1st edition and there is basically no need to tweak the encounters. 2nd Edition ones I can remember off my head are For Duty and Deity, A Paladin in Hell and Hellgate Keep. Just start with something simple. Keep on the Borderlands for example or Against the Cult of the Reptile God they're both simple and easy to find and you have a game going. Anyway all the interesting games are 1st Edition. The Mines of Bloodstone, Throne of Bloodstone, Against the Giants. The list is endless! -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 4] Author : Hiryu Date : 01-06-04 03:40 PM Like the others said, you should at least read through the whole module at least once, also taking notes here and there of the things you consider important. In a perfect world, you should do the whole DM homework and read the module several times, making modifications to the plot, encounters and NPC's to fit your storytelling style, power level of the party and the intrests of the characters and players. This is a LOT of work, mind you, and personally I have only done this once (with The Fall of Myth Drannor), but the results are well worth the effort. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 5] Author : ironfang Date : 01-13-04 01:35 PM I agree with Hiyru. You should carefully read through the manual at least one time, and make sure you understand what you read!!! Some modules have logic glitches in them that can throw your game into a tizzy, so if you read through and one part doesnt make sense, make the necessary changes. If you really want a complicated read (believe it or not) / module, try "Against the Giants". Ironfang -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 6] Author : abysslin Date : 01-20-04 10:58 AM I'd start out easy with an easily ran and understood module for fairly low level characters, such as the The Star Cairns, Child's Play, or just make up a cave and throw some kobolds and orcs in it for practice to start off. -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- [Post 7] Author : Hoondatha Date : 01-21-04 03:14 PM The adventure I use most often for starting characters is Knight of Newts. It's a simple introduction that has both a wilderness trek (which you can make as quick or long as you want) and a dungeon crawl. The advantage is that the hardcopy version comes with a map you can spread on the table. For a beginning group, having something tangible in front of them makes visualising things (and running battles and placing spells) a lot easier. Later you can shift to a no-board system, or find a separate board that will work (my current group uses the board from the old Hero Quest game and it works fine, though sometimes we have to remind ourselves that the mummy-looking things over to one side are actually priests on our side). -=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=-=- Downloaded from Wizards Community (http://forums.gleemax.com) at 05-10-08 08:19 AM.