Where should a new player go? [Archive] - Wizards Community

Post/Author/DateTimePost
fikoman

06-23-04, 03:39 AM
Hello there.

A few friends and I were interesting in adventuring in the living greyhawk world. Where should we start? We are in the Los Angeles, California area. There are conventions every 3-4 months, but I have not been able to find local places that play on a regular basis.

What would be some suggestions on the smothest way to get in and start adventuring?

Thanks

Fikoman
qstor

06-23-04, 10:01 AM
Try going to the Nyrond Yahoo! Group and post a message looking for DM's for the introductory mods for 1st level PC's.
There's the wizards rpga event page too.

Make sure you download the LGCS for character creation information at the main living greyhawk page on the Wizards site or at www.living-greyhawk.com

The DM should be able to supply you with RPGA #'s if you don't have them already or send an e-mail to RPGAhq@wizards.com and ask for a number.


Mike
fikoman

06-23-04, 09:53 PM
Thank you for the reply and information.

How are the modules conducted. Are they single day sessions or span over multiple day adventures?

Can the players mess up in the first few minutes and end up missing the actual adventure and then that player can never play it again?

Thanks

Fikoman
kenobi65

06-23-04, 10:00 PM
Originally posted by fikoman
Thank you for the reply and information.

How are the modules conducted. Are they single day sessions or span over multiple day adventures?

Most LG adventures are "one-round" adventures -- that is, they're specifically written to fit into one round (or time slot) at a convention, which is 4 to 5 hours.

That being said, there are a few adventures that are "two-rounders" -- these are intended to be played straight through, across two consecutive time slots.

There are also a fair number of adventures that carry a storyline across multiple adventures -- each adventure typically takes up one round, and you don't necessarily have to play them consecutively (or even in order, though playing them in order usually helps them to make more sense and lets you enjoy the story more).

Can the players mess up in the first few minutes and end up missing the actual adventure and then that player can never play it again?

Theoretically, yes, though I don't think that happens very often, and a good GM will at least try to help the party get back on track (though, if a party insists on going off-course, that's their problem). And, yes, once you play a module once (even if it became a train wreck early on), you can't play it again.

Hope this helps.

Mike Mistele