Best adventure for 1st time DS players?

Post/Author/DateTimePost
#1

Sonja

Mar 23, 2004 1:07:32
What would make the best intro adventure to initiate new 3rd level players to the Dark Sun world?

Maybe A Little Knowledge? Whispers of the Storm?

Hmm.
#2

jon_oracle_of_athas

Mar 23, 2004 3:19:23
A Little Knowledge would require some conversions if you're planning on running a DS3.5 campaign. I'm running Whispers of the Storm as an introduction adventure to my new campaign. Figured it was about time, since I wrote the thing. ;)
#3

Grummore

Mar 23, 2004 7:36:19
I started my players slaves sold in Fort Inix. They had to find a way to escape. Once in Nibenay, they travelled to Tyr, where I started the "Tyrian Conspiracy" adventure from athas.org (Jon first adventure). After that? Hum... Probably a home made adventure that will bring the PC in the Hinterlands, then back to Tablelands and the Dregoth - DeadLands surrounding stuff
#4

dawnstealer

Mar 23, 2004 7:40:33
Starting the players in Tyr or Balic is a great way to introduce them to the world, especially if you are starting them at 1st level instead of 3rd. Make a series of small adventures that slowly work them out into the desert by 5th level. That way, when they get eaten by (insert horrible monster here), they had least had a fighting chance. Realistically, anyone under 5th level in the desert should be eaten relatively quickly.

I've actually run entire campaigns without ever leaving the cities (1st to 10th level, then the players wanted to move to Planescape - a new setting back then).
#5

aikijim13

Mar 23, 2004 8:11:41
Hi everyone,

Something I've been playing around with has been non-linear adventures. That is to say that you come up with rough outlines of different adventure options, and the characters have complete control of which ones they can go after. A lot of spontaneous, off the cuff DMing is required, but I kinda like that anyway. Becides, DS is so vast in material and sources that its not hard to spend 10 minutes and figure out where the game should go next.

I'm starting a brand new DS campaign in a few weeks that will be using this option. The characters are mercenaries, merchants, and treasure hunters for House Ianto, and are supposed to go out and find new trade routes, make deals, and uncover lost treasure troves. I hope it works well, wish me luck!

TheJim
#6

dawnstealer

Mar 23, 2004 9:38:13
My plot structure tends to be an overarching idea, usually circling around Korgunard or someone trying to become an advanced being. Starting with a simple idea like that, I come up with a series of "side stories" that are going on at the same time. For example, with Korgy, the Veiled Alliance will be running around like mad trying to find anything to advance him on the path, while the Dragon Kings will do what they can to prevent it (or the Templars of those kings). Others will try to throw their lot in on one side or the other to gain favor. Others might just try to play spoiler and get the power for themselves.

Once I have the plan for the side stories, I set up a few NPCs and set up a time line. If the PCs are in the right place at the right time, they get woven into the adventure. This rough sketch allows the PCs quite a bit of autonomy without force-feeding them an adventure.
#7

zombiegleemax

Mar 23, 2004 15:41:05
Something I've been playing around with has been non-linear adventures. That is to say that you come up with rough outlines of different adventure options, and the characters have complete control of which ones they can go after.

I work a little similar to that. Mostly, I outline what everyone else is doing and then introduce the PCs into the mix. Based on who's doing what and where, I account for them reacting to what the party is doing. Time, rather than place, figures more into how I work my adventures. I've always had issues with the 'above ground dungeon' style of writing adventures. It does mean I have to work on the fly, but I'm cool like that The upside is that the PCs can't 'derail' my adventure no matter how hard they try since its not outlined based on what I want them doing, but on what I want everyone else doing. I really give my players the freedom to do whatever they want to, rarely having to hook them in on an actual adventure idea.

For first time groups, the best intro is any adventure that involves the PCs getting thrown into a slave pit or being slaves. No other hook brings out the feel of Athas than telling a group that has just finished making their uber starting characters that they're all a bunch of slaves Hence, A Little Knowledge works well, as does Freedom (even just the starting bits if you don't plan on having Kalak killed off).
#8

zombiegleemax

Mar 24, 2004 12:02:13
I have used a number of adventures to begin campaigns in dark sun. I ran Freedom once but this was using my unplaytested dark sun 3E rules and resulted in a party wipe. I have also run the adventure from the original boxed set (forgot the name) and the adventure from the revised boxed set. Out of all of those adventures, I think the revised boxed set one, Mystery of the Ancients, ran the best. It had some really great moments that I still remember, and the halflings were really fun to DM. They have always been my deadliest weapon against cocky PC's.

The NPC's were believable, although the tests at the start were dropped as they were a little corny for my taste. I also liked the style of map they gave you with all kinds of wrong turns, each with a different encounter type or hazard.

Check it out.