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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: jhkim on August 29, 2016, 02:06:31 AM

Title: Advice for starting a D&D club
Post by: jhkim on August 29, 2016, 02:06:31 AM
So a middle school student was asking me for advice about starting a D&D club at her middle school. She is concerned about drumming up interest.

I was going to suggest doing a one-shot event with nice minis and map that jumps into action quickly to drum up interest. Having played through the Lost Mine of Phandelver, I don't think it works that well as a catchy introduction. It seems designed to start slow - presumably for people who are already committed to an extended adventure, and teaches basics as it goes. The "Goblin Arrows" introduction just doesn't seem like it would be catchy to middle schoolers not yet sold on D&D. I think I'll suggest using dungeon tiles and prepainted plastic minis, and have a scenario that can play out on the map, but still has a significant story to it (i.e. there are locations and points of interest on the map that matter to the characters).

I'm thinking about throwing together some intro scenario together for her, and I'm curious if anyone has experience with this.
Title: Advice for starting a D&D club
Post by: Omega on August 29, 2016, 02:49:35 AM
Mines been the opposite. Start off slow like Phandelver or Keep on the Borderland and then build on that. NPC interaction first is my usual preferred intro.

But for a more action startoff theres Hoard of the Dragon Queen for example which has the PCs visiting just as all heck breaks loose. Good for those who know the basics of D&D but not 5e.

I would not go with glitz. Minis, terrain, etc.

If I want to interest people in a board game I'll drag out HeroQuest or better yet. Mice & Mystics.