Suggested Intro Modules

Post/Author/DateTimePost
#1

Phaezen

Oct 12, 2009 4:23:44

Hi,


I am helping to organize an introduction to LFR session later this month.  We are expecting a wide range of people with varying ranges of RPG and 4E experience. We are looking for a module to help introduce a wide range of 4e mechanics, including skill challenges and social interactions.


If possible we are looking for a module with good social interactions, as we will be running for a University gaming society where White Wolf games are preferred due to perceived lack of role-playing opportunities in D&D.


Any suggestions?


 

#2

matblack76

Oct 12, 2009 5:57:42

if you're looking for a skill challenge-based LFR mod, go for CORM1-5 In the Bleak Midwinter. lots of well-written skill challenges, great opportunity for role-playing, and a chance to handle most of the mod in a non-combat format.


that being said, ANY LFR mod can be role-playing intensive depending on the DM, the players, and the amount of time you have to devote to the adventure.

#3

magependragon

Oct 12, 2009 6:43:45

that being said, ANY LFR mod can be role-playing intensive depending on the DM, the players, and the amount of time you have to devote to the adventure.


While I agree with you that most modules can be run that way, we are looking for one that out-the-box is more geared that way than the typical dungeon crawl the older players seem to have grown to hate and thus also tend to shy away from anything remotely attached to DnD.


This is the last module evening before our varsity kids write exams and then go home for the summer vacation, essentially the last one for the year (Location=South Africa), so want to see if we can attract not just the new players but the old hands too for one last epic game and evening of fun.

#4

Cailte

Oct 12, 2009 7:06:08

It really depends on what you are looking for in terms of Social Interactions, these are modules that stand out for me (and I'm going with 1-4's here).


CORE1-2 Radiant Vessel of Thesk has plenty of cool social interaction stuff followed by somewhat logical fights, that can even have social interaction in them (and a very small amount of DME would get out of the Dungeon Crawl) mentality of the latter part of the module.


AGLA1-1 Lost Temple of the Fey Gods has a few cool opportunities for RP (that I at least had to avoid getting the table bogged down in, being conscious of my place at the con I played it at)


AGLA1-5 Silver Lining has limited social interaction as it is mostly the PCs and 1 NPC, but there is a  lot of good scope for RP in that set up.


BALD1-4 Silent Streets & Vanished Souls has some good scope for RP interaction, especially if the first fight is turned into a Skill Challenge, whose failure leads to the fight that is scripted into the module. (OK that is technically beyond the scope of DME but, hey you want social interaction.)


If you have the ability to do higher level mods QUES1-1 is an awesome 7-10 mod for RP and complex social interactions.

#5

Keith53

Oct 12, 2009 7:10:00

Perhaps you might consider WATE1-1.  Cool


Keith


 

#6

ibixat

Oct 12, 2009 9:50:20

Keith's self promotion aside Wate 1-1 is a good intro mod.  One question for you though Keith, are the DC's for those skill challenges intended as is, or are the "hard DC" ones set a bit high for a low tier level 1-4 mod, it looks pre-errata and some of those upper numbers should maybe be 3-5 less?  Or were you aware when writing it that the DC's in the DMG were a bit too hard at times?


It's a good investigation mod that can be a lot of fun.


Corm 1-5, in the bleak midwinter,  I just got to play and it was definately not the usual LFR mod in some respects, there was only 1 required combat and it was a interesting fun fight with some unusual terrain.


AGLA 1-1, Lost temple of the fey gods,  always seemed fun to me, the first skill challenge/combat choice was great if you have an imaginative DM who can run the faeries well.


Corm 1-1, black knight of arabel.   if you don't mind super easy combats is pretty cool.


I really enjoyed Core 1-13 as well, Fate of Camp 13


Always enjoyed East 1-1, these hallowed halls.  Interesting settings and a great first skill challenge if done right.


Most of them can be good as intro mods, there are a few with fights that are a bit too hard with brand new characters that may require you to have a round or two under your belt to get some magic armor or weapons.

#7

Madfox11

Oct 12, 2009 9:53:20

One question for you though Keith, are the DC's for those skill challenges intended as is, or are the "hard DC" ones set a bit high for a low tier level 1-4 mod, it looks pre-errata and some of those upper numbers should maybe be 3-5 less?  Or were you aware when writing it that the DC's in the DMG were a bit too hard at times?


I am not Keith, but all first adventures were written pre-errata of page 42. The campaign management by that time did realize the +5 modifier from page 42 was a bit much, so we did never use that.
#8

dkay807

Oct 12, 2009 10:24:19

I really enjoyed Core 1-13 as well, Fate of Camp 13


I advise against running this as an intro mod. I loved the module, and it offers a lot of player choice that you don't see in most LFR adventures. If players start out with this mod, they'll be sorely disappointed at the apparent lack of choice in other modules. They also won't be able to appreciate the mod for what it is. If players start with a few other mods, then play this, they can truly appreciate the nuances of the mod.

#9

Uthrac

Oct 12, 2009 10:25:19

DALE1-1 is one of our favorites . . . "The Little Glass Bunny" is a classic, and the "scenes" for the skill challenge along with the introduction with the Sisters offer great opportunities for groups looking to RP.


 


 


{SPOILERS}


 


 


 


Games starts with a good social role-play scene, and players get some information to choose how to enter the first combat encounter.


 


First encounter can be a very cinematic fight.


 


Next comes the skill challenge, broken into scenes, with a variety of skills and RP built into the skill challenge. From all of the 1-1 mods, this was our group's favorite skill challenge.


 


Finish with a couple of battles in the sewers, RP the BBEG in the final encounter during combat, and this mod really showcases a lot of the variety of skills/creatures/etc. in 4E.


 


{/SPOILERS}

#10

gomeztoo

Oct 12, 2009 10:54:44


DALE1-1 is one of our favorites . . . "The Little Glass Bunny" is a classic




Even though I do think DALE1-1 is an excellent intro (if you take care to run the NPCs right), what you mean here is DRAG1-1, which is, yes, indeed, a really nice adventure (though be ware with the final combat encounter, whicuh can run out of hand if you leave it to the dice alone).


I would advise DALE1-1, DRAG1-1, DALE1-7, DRAG1-7, in roughly that order (that is: DALE1--1 before DALE1-7, and DRAG1-1 before DRAG1-7).


Gomez,
LFR Dalelands Writing Director.

#11

Keithric

Oct 12, 2009 12:54:49

I really enjoyed Core 1-13 as well, Fate of Camp 13

I advise against running this as an intro mod. I loved the module, and it offers a lot of player choice that you don't see in most LFR adventures. If players start out with this mod, they'll be sorely disappointed at the apparent lack of choice in other modules. They also won't be able to appreciate the mod for what it is. If players start with a few other mods, then play this, they can truly appreciate the nuances of the mod.


Dunno, I think CORE1-13 is one of the strongest intro mods for LFR I've played - I haven't played any others of the recent batch of 1-4s except MINI1-1, but I think you're better off getting them hooked early even if it disappoints later than potentially alienating them before they get a chance to get involved.

#12

Keith53

Oct 12, 2009 14:01:53


Keith's self promotion aside Wate 1-1 is a good intro mod.  One question for you though Keith, are the DC's for those skill challenges intended as is, or are the "hard DC" ones set a bit high for a low tier level 1-4 mod, it looks pre-errata and some of those upper numbers should maybe be 3-5 less?  Or were you aware when writing it that the DC's in the DMG were a bit too hard at times?





We were aware that the original DMG DCs were too hard and disregarded the +5 the DMG called for.  However, I am of the opinion the post errata DCs (5 easy, 10 average, 15 hard for 1st level) are too easy, approaching the situation where it is difficult to fail a skill challenge.  While like combat, a normal balanced group that avoids dumb tactics in a skill challenge should succeed, failure should be possible, or it really is not a challenge.  Ideally the DM will adjust the DCs based upon the particular PCs at the table, rather than a generic benchmark. YMMV.


Keith

#13

dkay807

Oct 12, 2009 14:49:59


I really enjoyed Core 1-13 as well, Fate of Camp 13

I advise against running this as an intro mod. I loved the module, and it offers a lot of player choice that you don't see in most LFR adventures. If players start out with this mod, they'll be sorely disappointed at the apparent lack of choice in other modules. They also won't be able to appreciate the mod for what it is. If players start with a few other mods, then play this, they can truly appreciate the nuances of the mod.


Dunno, I think CORE1-13 is one of the strongest intro mods for LFR I've played - I haven't played any others of the recent batch of 1-4s except MINI1-1, but I think you're better off getting them hooked early even if it disappoints later than potentially alienating them before they get a chance to get involved.




 


Are other mods really going to alienate people? We played for an entire year without CORE1-13 and we're still playing, aren't we?

#14

Keithric

Oct 12, 2009 15:48:35

I actually know several people not playing LFR due to not enjoying some of the earlier mods... though at least one of those I can blame on Spellgard.


I'm not saying there aren't other good options - though there's a lot of table variance on which ones are good choices - I just don't see the point of saying one is too good for an initial. First impressions and initial sales are always the most important

#15

ibixat

Oct 12, 2009 22:05:01



Keith's self promotion aside Wate 1-1 is a good intro mod.  One question for you though Keith, are the DC's for those skill challenges intended as is, or are the "hard DC" ones set a bit high for a low tier level 1-4 mod, it looks pre-errata and some of those upper numbers should maybe be 3-5 less?  Or were you aware when writing it that the DC's in the DMG were a bit too hard at times?




We were aware that the original DMG DCs were too hard and disregarded the +5 the DMG called for.  However, I am of the opinion the post errata DCs (5 easy, 10 average, 15 hard for 1st level) are too easy, approaching the situation where it is difficult to fail a skill challenge.  While like combat, a normal balanced group that avoids dumb tactics in a skill challenge should succeed, failure should be possible, or it really is not a challenge.  Ideally the DM will adjust the DCs based upon the particular PCs at the table, rather than a generic benchmark. YMMV.


Keith




Thanks Keith that was what I was looking for, you knew the DMG was outta whack and set them what you felt was right, which is cool and means if they are hard, they were intended to be hard, which makes me comfortable running it exactly as they are written, maybe lowering them a little if the table really has no chance at them due to party makeup etc.

#16

Cailte

Oct 13, 2009 8:28:23

Are other mods really going to alienate people? We played for an entire year without CORE1-13 and we're still playing, aren't we?

DM's can make or break a lot of these mods, there are plenty of them that I have really enjoyed with DM A but despised with DM B (actually it is often the other way around - it can make replay good). If the DM is focused on the table having fun (vs making a challenge) most of them work pretty well and have some interesting opportunities for RP (even widely despised mods like AKAN1-1).
#17

Phaezen

Oct 14, 2009 3:41:34

Thanks to everyone for the suggestions.  We have decided to go with Corm 1-5


 


I would also like to compliement the module writers, the quality of the module is amazing and hopefully I will get the chance to run more in the near future.

#18

dkay807

Oct 14, 2009 9:39:21


Thanks to everyone for the suggestions.  We have decided to go with Corm 1-5


 


I would also like to compliement the module writers, the quality of the module is amazing and hopefully I will get the chance to run more in the near future.




If you're referring to writing quality, bear in mind that CORM1-5 was written by a talented, accomplished writer/novelist. Most modules are written by shmoes like me.


But yes, I agree that it's a wonderful module. It's great to see such positive feedback on these forums!

#19

Bigfluffylemon

Oct 19, 2009 3:51:14

Given that threads along these lines are not an uncommon occurence, would it be possible to have one stickied?

#20

Alphastream

Oct 20, 2009 2:47:06


I would also like to compliement the module writers, the quality of the module is amazing and hopefully I will get the chance to run more in the near future.




I'm sorry, this sort of positive feedback is not allowed on these boards. Can we get a moderator to shut this down and scrub it clean. CIA? Ninjas?


I kid, I kid...