My first year, I attempted to run a group through the awesome Lost Mines of Phandelver adventure from WotC. With a thousand different clubs and sports, homework assignments and study groups, or work and social commitments pulling our students in a thousand different directions every day after school, it is best to prep a foundation that can withstand a changing cast of player characters. This goes for teachers who might be DMing, but also students who DM. If you are involved with education, you know that time is everything. The DM can just wash their hands of the last adventure and doesn’t (necessarily) have to weave past threads back through to push towards the greater scheme. Some are shorter, some are longer, but a player coming into the middle of an arch will not need three years worth of context to be effective and have fun with the story.Ĭhoosing to go stand-alone over epic arch for your school D&D games will also save the DM a lot of prep and time. They are rich and interesting experiences that are not necessarily tied together. Resources like Tales from the Yawning Portal or the wonderful Uncaged Anthologies are excellent examples. Unless your situation is wildly different than mine, you will find it very difficult to get the same group of players around the table every single session.įor this reason, I have found that shorter stand-alone adventures offer more fun and suffer less from continuity problems than longer adventures. Running D&D with student-age players within the constraints of school takes some special considerations. This might be a little off-topic from our normal focus on one player, one DM Dungeons and Dragons, but many of the ideas for making D&D work at school also apply to playing duet-style, so here we go!įor the last several years, I have had the honor of being the faculty adviser for a tabletop RPG club at my high school.
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