Thursday, February 11, 2016

The Best and Worst of Level One Adventures


Those who have dabbled in the world of Dungeons and Dragons or some other RPG have probably had the experience of playing in a single game that didn't pan out into a larger campaign. Many times the players are just too busy to gather regularly to continue the adventure, or more often than not they just aren't interested in the story or gameplay. This means that a lot of times a player will experience playing only the first segment of a longer narrative, and leave it at that. Unfortunately, a lot of groups will start that first session at the 'official' beginning of a campaign, with the player characters starting at class level one. 

This can be a problem in many game systems, but for the sake of argument let me explain why this is frustrating in Dungeons and Dragons in particular. When you start at level one in every campaign, you're getting a very similar experience. It has a very distinct style and feel that is unique to its own level of gameplay. So by starting each campaign at level one, you're guaranteeing that it's all you get to play unless you can establish a stable gaming group and earn your way to future levels. It's all well and good to have goals to aim for, but here we have a case in which players may never experience anything beyond the first forays into adventuring of level one scenarios. It's like being perpetually stuck in the Water Temple from Ocarina of Time.


Enough With the Goblins

Another problem is that level one adventures are prone to cliche... a lot of pre-made and home-brewed level one adventures fall prey to this. Boring enemy types are my personal peeve. If it's level one, goblins and kobolds are the soup du jour... with a handful of rats and/or dogs as well. 

Not only does this get boring and repetitive, but it can also make your players feel weak and useless. Rats are fine for a low-level threat, of course, but nobody ever felt like an action hero while beating up a rat. If your first mission is clearing rats out of the castle's basement, you shouldn't be surprised when your players don't want to continue the campaign. Keep the challenges exciting and fresh, and make sure your players have a sense of achievement if you want them coming back for more!

Low level adventures are good for two things... teaching the basic game mechanics with the most simple of character builds, and having a very palpable sense of danger and risk. A single hit you take could bring down your very low hit points and defenses. You have fewer spells and moves to keep track of, but they are limited and must be used wisely. These elements can make for a really fun experience, but it doesn't represent the full spectrum of experience of tabletop gaming. Consider starting your campaign at a higher level, especially if you're not sure about the possibility of future sessions with a gaming group.

Danger Around Every Corner

Another problem is that low-level games can (quite ironically) be particularly hard on inexperienced DMs with its high-stakes play style and limited number of choices for encounters. After all, you can threaten a mid-level party with a swarm of weaker monsters, but when your group is first level there aren't a lot of monsters you can send at them that won't overwhelm them. It takes a bit of know-how to put together and run a Level One. Most skillful DMs have to resort to tricks like building their own traps and monsters, or tweaking the stats on existing ones to accommodate the adventurers. It's a balancing act to keep the game challenging but still surmountable.

Level one adventures could work just as well as a challenge for experienced players to test their gaming chops in a situation where they are weaker and more limited in their options. And higher level games could make a good entry point for rookies to feel powerful and get a feel for the game. There's no need to make a clear association between low level characters and new players. Keep this in mind when you begin playing with a new group, and at the very least keep your level one campaign as compelling and original as possible. And take it easy with the goblins.

Happy ventures!

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