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d20radio.comWhere Gamers Roll |
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b_boy_212
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Post subject: "Tutorial" Adventure Posted: Sat Jun 09, 2012 11:44 am |
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| Youngling |
Joined: Thu Dec 15, 2011 1:36 pm Posts: 12
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Hey guys I've been asking a few questions lately to find out a few things and I think I'm finally ready. I just got the Core rulebook and I think I have a pretty good understanding of the rules so I have decided to run my own game as there are no local games that I can find. I have 3 players in my group and all 4 of us (including me) have never played an rpg before I think I understand the rules good enough to run a game but I don't feel that I could make my own adventure at this time. So my question is this: Are there any adventures out there that are made to introduce both a gm and players to the basics? (pregens would be nice) As well as that are there any computer programs that you would recommend for making everything run a bit nicer?
tl;dr Any Adventure for teaching both a new gm and 3 new players at the same time?
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Cyril
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Post subject: Re: "Tutorial" Adventure Posted: Sat Jun 09, 2012 4:47 pm |
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| Sith Lord |
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Joined: Sat Apr 25, 2009 6:06 am Posts: 3844 Location: Fargo, ND
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A Much Larger Galaxy is exactly what you are looking for. It was written right after the release of the system and includes 3 1st level pregens. You could also hit up Donovan Morningfire as I believe he has another good introductory module as well as some expanded PCs for A Much Larger Galaxy. You can find it hereMurder on the Executor is also included in there. That's also a 1st level adventure and is a very good one, though a bit more on the investigative side than A Much Larger Galaxy, probably a little bit less suited towards teaching characters to play the game as several PCs have feats and talents from other books. Cheers. And welcome to the game!
_________________ GM Chris wrote: Cyril's got it. ;-) AsaTJ wrote: Cyril wrote: Only if I can call him one bad motheryubber in game. And every once in a while, I am reminded why this is the best forum community on the Internet.
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ZRissa
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Post subject: Re: "Tutorial" Adventure Posted: Sat Jun 09, 2012 5:10 pm |
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| Princess of Alderaan [Lead Moderator] |
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Joined: Sun Apr 13, 2008 12:16 pm Posts: 2652 Location: Arkansas
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I'll second Cyril's recommendation of "Galaxy." It's the first SWSE adventure my family played, run by Donovan Morningfire on a visit. It's set in the Rebellion Era & the ending does allow it to be used for the jump-off of an original campaign if the groups likes.
The first encounter is designed to teach combat--but that doesn't mean the whole thing is too easy to be fun. I recall that we used a few FPs & at least one DP. Dono did make a set of pre-gens, at least 4. I thought I had them but I don't. They might be on Revan's laptop; I'll post if I find them.
"Blue Zephyrs" might be the Donovan-created module that Cyril is thinking of. It's a very good 1-shot adventure, but the pregens are level 6 & PC & NPC abilities come from multiple rulebooks. It should still work for your group since it was a con module.
_________________ Arkansas Regional Captain & proud member of Spice Runners Squadron Kessel Base, The Rebel Legion
"The bad guys hardly ever quote Star Wars." Harry Dresden, Cold Days
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barefoottourguide
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Post subject: Re: "Tutorial" Adventure Posted: Sun Jun 10, 2012 3:21 pm |
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| Jedi Knight |
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Joined: Sun Apr 27, 2008 7:26 am Posts: 993 Location: Kenmore, NY
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For a holiday themed intro game, I recommend Star Wars Holiday Special. Pregens and maps included. http://www.mediafire.com/?u4ka24xa9ibb7Garrett
_________________ Listen to Threat Detected. The Dawn of Defiance Podcast. threat-detected.com
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Awaypturwpn
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Post subject: Re: "Tutorial" Adventure Posted: Mon Jun 11, 2012 5:24 pm |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2633 Location: Tacoma, WA
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I've never played through A Much Larger Galaxy (I've wanted to for a good long time now), but in my experience of GMing for these past 3 years, I've found that it is insanely easier to run my own stuff than it is to run stuff someone else has written. Why? Because I already know the stuff I wrote!!
Take the module, read it over, play it through by yourself, and then get your players involved. Do this to ensure you know the module well enough to roll with the unexpected but inevitable complications your players will create, and so that you can give them a good & challenging adventure.
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angelicdoctor
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Post subject: Re: "Tutorial" Adventure Posted: Tue Jun 12, 2012 5:55 am |
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| Sith Warrior |
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Joined: Fri May 20, 2011 3:35 pm Posts: 612 Location: The Republic of Texas
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You may also want to consider the mini-adventures included in some of the later books such as that in Galaxy at War and The Force Unleashed Campaign Guide. Please also consider the Dawn of Defiance series of free modules.
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Cyril
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Post subject: Re: "Tutorial" Adventure Posted: Tue Jun 12, 2012 7:36 am |
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| Sith Lord |
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Joined: Sat Apr 25, 2009 6:06 am Posts: 3844 Location: Fargo, ND
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angelicdoctor wrote: You may also want to consider the mini-adventures included in some of the later books such as that in Galaxy at War and The Force Unleashed Campaign Guide. Please also consider the Dawn of Defiance series of free modules. Eh... the mini modules are good, but most of them are built at a significantly higher level and don't include pre-gens, not to mention they're essentially an encounter or two that is designed to be dropped into an existing campaign (or further modified to have a whole adventure built around them). That can be tough on a GM, especially a new GM. They're also built to highlight things that came out in the books, such as Skill Challenges in Galaxy of Intrigue. I think for the purposes of teaching the game, a module like "Galaxy" is going to be the one to do so. Besides, I don't know how many books the OP has access to, but he's only mentioned the Core Rulebook so far, so those mini modules might be a moot point.
_________________ GM Chris wrote: Cyril's got it. ;-) AsaTJ wrote: Cyril wrote: Only if I can call him one bad motheryubber in game. And every once in a while, I am reminded why this is the best forum community on the Internet.
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Awaypturwpn
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Post subject: Re: "Tutorial" Adventure Posted: Tue Jun 12, 2012 10:31 am |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2633 Location: Tacoma, WA
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angelicdoctor wrote: Please also consider the Dawn of Defiance series of free modules. Dawn of Defiance is a pretty easy-to-run set of adventures, at least at the outset (I've run 3 of the 10 episodes thus far), and if you chose to run those you'd have the biggest amount of support available to you through the gaming community, since I'm sure nearly all of us have either played through or run at least some of those modules. And there's an entire d20radio podcast devoted to it, run by barefoottourguide: http://threat-detected.com/However, getting into a 10-module set can be very daunting for a first-time group, so I would definitely recommend playing through a module like "A Much Bigger Galaxy" first, and IIRC that module has a couple sequels...? If so, you might give those a try as well in order to get your players used to the game and character development. That way if you wanted to start a long-running campaign like DoD, your group would have the backbone of knowledge & experience to make it a primarily "fun" time, rather than a primarily "learning" time.
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Donovan Morningfire
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Post subject: Re: "Tutorial" Adventure Posted: Tue Jun 12, 2012 3:19 pm |
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| Council Member |
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Joined: Fri Feb 15, 2008 2:08 pm Posts: 6480 Location: Where I need to be when I need to be there.
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"A Much Bigger Galaxy" is a really good intro-module, which I've run to intro folks to SWSE quite a few times, ZRissa and her kids being just one instance.
As for using Dawn of Defiance, the first module can quite easily be modified into a stand-alone adventure. In fact, this is pretty much what Garrett did for his Threat Detected: NJO Traitor's Gambit that he ran back at GenCon 2011. I'm pretty sure he's put the modified module up on the Threat Detected blogsite for download, which also includes a number of pre-gens. I ran this version of Traitor's Gambit for a local group of gamers using pre-gens of my own (they can be found at my own blog, link listed in my sig), so there's no shortage of starting-level characters from which to choose from.
The Blue Zephyrs module that ZRissa made reference to really isn't written with a first-time GM in mind, particularly as I do make use of just about all the SWSE books for the 6th level characters.
_________________ "If you've never seen an elephant ski, then you've never been on acid."- Eddie Izzard Contributing Author of the GSA Dono's Gaming & Etc BlogFollow me on Twitter at @donovan421
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ZRissa
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Post subject: Re: "Tutorial" Adventure Posted: Tue Jun 12, 2012 4:09 pm |
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| Princess of Alderaan [Lead Moderator] |
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Joined: Sun Apr 13, 2008 12:16 pm Posts: 2652 Location: Arkansas
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Donovan Morningfire wrote: ... The Blue Zephyrs module that ZRissa made reference to really isn't written with a first-time GM in mind, particularly as I do make use of just about all the SWSE books for the 6th level characters. I posted before rechecking that module & had forgotten the PCs level & how extensively other books were used.
_________________ Arkansas Regional Captain & proud member of Spice Runners Squadron Kessel Base, The Rebel Legion
"The bad guys hardly ever quote Star Wars." Harry Dresden, Cold Days
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barefoottourguide
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Post subject: Re: "Tutorial" Adventure Posted: Wed Jun 13, 2012 7:10 am |
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| Jedi Knight |
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Joined: Sun Apr 27, 2008 7:26 am Posts: 993 Location: Kenmore, NY
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richterbelmont10
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Post subject: Re: "Tutorial" Adventure Posted: Wed Jun 13, 2012 10:48 pm |
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| Sith Warrior |
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Joined: Fri Aug 13, 2010 11:49 am Posts: 635
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Check out the Fringe Campaigns from Scum and Villainy, particularly pages 78 onward. It’s got basic ideas from exploration, espionage, rescue, salvage, and smuggling. You can build on those basic elements.
_________________ Saga Edition RPG resource documents & reference tools: Compiled files of all resource documents & reference tools- NPCs, character sheets, DoD, Saga Index to all feats, talents, species, weapons, etc, Star Wars web enhancements
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angelicdoctor
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Post subject: Re: "Tutorial" Adventure Posted: Thu Jun 14, 2012 6:32 am |
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| Sith Warrior |
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Joined: Fri May 20, 2011 3:35 pm Posts: 612 Location: The Republic of Texas
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richterbelmont10 wrote: Check out the Fringe Campaigns from Scum and Villainy, particularly pages 78 onward. It’s got basic ideas from exploration, espionage, rescue, salvage, and smuggling. You can build on those basic elements. See. That is what I am talking about. There are some good nuggets of adventures in these books. YMMV, of course.
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Awaypturwpn
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Post subject: Re: "Tutorial" Adventure Posted: Thu Jun 14, 2012 9:02 am |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2633 Location: Tacoma, WA
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angelicdoctor wrote: richterbelmont10 wrote: Check out the Fringe Campaigns from Scum and Villainy, particularly pages 78 onward. It’s got basic ideas from exploration, espionage, rescue, salvage, and smuggling. You can build on those basic elements. See. That is what I am talking about. There are some good nuggets of adventures in these books. YMMV, of course. True that. It really depends on the flavor of campaign you're running. However, my Dark Times/Rebellion Era (it was like 3 BBY) group loved it when I ran the lower-level mini adventures as a string of jobs working for Booster Terrik. Oh, and btw, The Fell Star is an excellent adventure with many, many possibilities (again, YMMV with the type of campaign you're using): there are tons of pregenerated NPCs that can be iconic characters during your campaign, there's high adventures in the blackness of space, there's cantinas and spelunking and Toydarians...in other words, everything a Scum & Villainy campaign needs.
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Awaypturwpn
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Post subject: Re: "Tutorial" Adventure Posted: Thu Jun 14, 2012 9:19 am |
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| Sith Lord |
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Joined: Thu Dec 29, 2011 9:37 am Posts: 2633 Location: Tacoma, WA
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(Sorry for the double post) Also, b_boy_212, don't hesitate to entreat the Gamer Nation for pregens. The SWSE Builds forum is frequented by some of the best and brightest in the community. Just 1) give us some specifics as to what kind of characters you're looking for (the more specifics the better) and 2) profit.
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