Me and my friends are new to dnd and I want to make a fun tutorial campaign that will teach them the basics and give them motivation so they want to keep playing and start making their on decisions.
What tips do you have so I can make that type of adventure, or if one already exists which one should I buy.
Welcome to a great game! I recommend you start with a published module just to make life much easier on you as you and the players learn the game.
I highly recommend The Sunless Citadel. Its very well put together (not all published modules are created equal) and is great at introducing both new players and new GMs to the different aspects of the game. It's an adventure spanning several sessions but not a giant campaign and can be easily fit into a larger story or setting.
The Lost Mines of Phandelver is pretty good for this - it includes prompts on when skills can be useful and there's a plot hook.
It works best if the players use the pregenerated characters, or at least use their backgrounds.
Of course, when I last ran it, my entire group decided that they all wanted to play dwarves and be related, so it was a no brainer to make them the family of the main npc - there are many ways to hook them into the plot.
I say this depends on your level of creativity such as I am also new to DMing but with something as simple as you are all transported to a world(most likely on drugs since they got dizzy and their surroundings started changing) then the Warlock that is going to be messing with them becomes "demon possessed"(really he just had his patron take control) and tells them just do what you want to the Demon Lord I just want them out of my way then for the first two sessions they have been in a living dungeon(Basically have the idea from Lazy Dungeon Master(Hence why I say DP(Dungeon Points) so much as it is the standard currency for dungeons in it) so it was prebuilt given a set amount of DP(Meaning I built the dungeon put in the starting enemies then put an amount of DP) with DP per day and DP added per level 1 and with the set amount it currently has that determines what I can throw at them but I can throw enemies anywhere) that is wall-less but nothing can see any living things in the other rooms and they have so far enjoyed it though it could be that I let basically everything occur unless it conflicts with already confirmed things or if it disagrees with something of the character such as the flaw or a personality trait(I also allowed a +1 to a stat of their choice including spells(giving them a spell slot they can use for the spell) and feats but then again the final boss is also overpowered). I honestly say it depends on 1 what campaign(some such as I think Rise of Tiamat don't allow much to the DM) 2 the group as some groups enjoy different things(This is why I like make your own if you are creative enough as "Oh you all don't like the campaign what do you actually want to do?" and then you can incorporate or change the campaign so that type of thing can be on the way to the ending or be the ending) and 3 like I said your creativity as you can be the best DM in the world; however, if you don't have the creativity to compile ideas or to make your own then premade is the best choice.
Thanks, thats actually sounds perfect, the idea that then I can fit it in, and use it as a base for what I want to create is perfect and just what I was looking for so I'm gonna check it out.
Me and my friends are new to dnd and I want to make a fun tutorial campaign that will teach them the basics and give them motivation so they want to keep playing and start making their on decisions.
What tips do you have so I can make that type of adventure, or if one already exists which one should I buy.
Welcome to a great game! I recommend you start with a published module just to make life much easier on you as you and the players learn the game.
I highly recommend The Sunless Citadel. Its very well put together (not all published modules are created equal) and is great at introducing both new players and new GMs to the different aspects of the game. It's an adventure spanning several sessions but not a giant campaign and can be easily fit into a larger story or setting.
The Lost Mines of Phandelver is pretty good for this - it includes prompts on when skills can be useful and there's a plot hook.
It works best if the players use the pregenerated characters, or at least use their backgrounds.
Of course, when I last ran it, my entire group decided that they all wanted to play dwarves and be related, so it was a no brainer to make them the family of the main npc - there are many ways to hook them into the plot.
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SlyFlourish's collection of one shots is full of numerous starter adventures that the characters will enjoy.
I believe the collection is called Fantastic Adventures.
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I agree with the Sunless Citadel
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I say this depends on your level of creativity such as I am also new to DMing but with something as simple as you are all transported to a world(most likely on drugs since they got dizzy and their surroundings started changing) then the Warlock that is going to be messing with them becomes "demon possessed"(really he just had his patron take control) and tells them just do what you want to the Demon Lord I just want them out of my way then for the first two sessions they have been in a living dungeon(Basically have the idea from Lazy Dungeon Master(Hence why I say DP(Dungeon Points) so much as it is the standard currency for dungeons in it) so it was prebuilt given a set amount of DP(Meaning I built the dungeon put in the starting enemies then put an amount of DP) with DP per day and DP added per level 1 and with the set amount it currently has that determines what I can throw at them but I can throw enemies anywhere) that is wall-less but nothing can see any living things in the other rooms and they have so far enjoyed it though it could be that I let basically everything occur unless it conflicts with already confirmed things or if it disagrees with something of the character such as the flaw or a personality trait(I also allowed a +1 to a stat of their choice including spells(giving them a spell slot they can use for the spell) and feats but then again the final boss is also overpowered). I honestly say it depends on 1 what campaign(some such as I think Rise of Tiamat don't allow much to the DM) 2 the group as some groups enjoy different things(This is why I like make your own if you are creative enough as "Oh you all don't like the campaign what do you actually want to do?" and then you can incorporate or change the campaign so that type of thing can be on the way to the ending or be the ending) and 3 like I said your creativity as you can be the best DM in the world; however, if you don't have the creativity to compile ideas or to make your own then premade is the best choice.
Thanks, thats actually sounds perfect, the idea that then I can fit it in, and use it as a base for what I want to create is perfect and just what I was looking for so I'm gonna check it out.
This was really helpful, and thank you Mael.