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Old 05-22-2019, 11:16 AM   #1
HeatDeath
 
Join Date: May 2012
Default Re: Adventure for new players

The postcard adventures included with Hexagram (and the upcoming contest) seem like an excellent way to introduce new players to adventuring.
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Old 05-22-2019, 11:32 AM   #2
larsdangly
 
Join Date: Dec 2017
Default Re: Adventure for new players

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Originally Posted by Rickard View Post
I have an intro night for my new players. We do some arena combat to learn the basic rules mechanics. Then I have them explore a 4-10 room labyrinth stocked with simple things: a couple goblin guards, rats, a green slime, etc. I usually include a trap, a hidden/locked door, a trash pile with a coin or two, and a store room with some basic supplies such as torches and a crowbar. The actually labyrinth layout doesn't matter, you can just throw down some megahex pieces as you go (or better yet, use the Random Labyrinth Drop Table in the box lid). If you are going to run a particular scenario next, this is a good place for the new player(s) to find a clue/hook for that session. I let them keep the loot they find and XPs if they survive. And I let them modify their characters afterward based on what they learned during this training time.
Expert hack: TFT short labyrinths are often more enjoyable when they are less like the D+D classics (e.g., the Caves of Chaos) and more like the opening sequence from Raiders of the Lost Arc. Combat in TFT is dangerous. And the core rules provide concrete guidance for tactical exploration (i.e., moving through the MH tiles, spotting things, navigating obstacles, etc.). So, a short labyrinth that contains a mix of standard rpg fights, nuisance creature encounters, physical obstacles, environmental hazards and traps makes for a nice evening. E.g., a dungeon's 'encounters' might be: a cliff; a rat swarm; a chasm; a water-filled tunnel; an arrow trap; a slime; a puzzle; and finally a traditional 'fight' (say, some goblins or a troll or what ever). That's an hour or two of play that will teach the rules, provide plenty of excitement and problem solving, and probably kill less than half your party.
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Old 05-22-2019, 12:09 PM   #3
JLV
 
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Join Date: Nov 2010
Location: Arizona
Default Re: Adventure for new players

:-) I like that: "...probably kill less than half of your party." In any other RPG, that would be a snoozefest; in TFT it's a deadly challenge all too likely to result in multiple fatalities! :-)
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Old 05-22-2019, 02:36 PM   #4
larsdangly
 
Join Date: Dec 2017
Default Re: Adventure for new players

Yes, one thing I love about GMing TFT is that there are many, many ways to present your players with a threat that works in some unusual way and isn't too deadly, but that they need to take seriously. Swarms are some of my favorites.
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Old 05-14-2019, 08:20 AM   #5
kommisar
 
Join Date: Aug 2004
Default Re: Adventure for new players

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Originally Posted by tony m rose View Post
I just got my copy of the legacy box and am going to start a game for people who never played the Fantasy trip .
Both Death test 1 and 2 and Tolk Lair seem to be for more experienced players. Is there a newbie friendly adventure out yet or am I going to have to make one up?

Just use death test and basic melee / wizard. They will probably die in the first couple of tries but it will give your players practice trying out different characters and teach them the combat system. I would modify the adventure slightly and let the dead character be replaced in the hallway outside the room.

New players won't get the character they really want on the first couple of tries. It requires a certain familiarity on how the character creation tradeoffs effect play. Allow them to experiment and die while learning the rules.
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Old 05-15-2019, 08:21 PM   #6
ParadoxGames
 
Join Date: Feb 2016
Location: New Jersey
Default Re: Adventure for new players

Shadekeep's January Dungeon of the month (at http://shadekeep.com) looks like a good scenario. Also, if you have Adventures PDF, "The Clockwork Tower" is for four 32-point characters. I printed the counters for both today. It looks like the shadekeep one can be played on Wizard map, since you're exploring only one megahex at a time and never going through it all at once. The Clockwork Tower is made to go with Megahex set #1, and includes two new hexes. My wife & I are going to try both of them next, so I can't tell you what to expect as in if they're good starting adventures. But they both seem so, and the latter is designed to be.
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