D&D General Good adventures for tween DMs to run

Dire Bare

Legend
Need some help from the community!

I run an after-school D&D Club for 6-8th graders (11-13 yrs old) and we have a dire shortage of DMs! Weird, I know! ;)

I want to start "training" willing tweens to have the confidence to run games for their peers, so I can sit back, monitor behavior, and provide "DM support" rather than running a game myself.

Any suggestions for . . .
  1. Adventures perfect for young, inexperienced, low-confidence tweens who don't like homework to run?
  2. Any other accessories like simplified character sheets or "cheat sheets" young gamers, players and DMs, might find useful?
Thanks!
 

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I made a few recent modules for bastions on DMsGuild. They are each about 2 hours and use 1inch grid maps. They are fairly simple to play through and have a few simpler puzzles and such. They are for Tier1 PCs as well.

One of the basic maps for play. They were easy to get and have the players use.
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Pregen PCs work well for new(er) players, but DMs might need simpler monster blocks or have them in the adventure like 4e did so the pages are simple to follow.
 


Everything by Kelsey Dione is designed to be run easy. The Arcane Library. She has a free one on DMs guild. Like the most famous thing on there.

Her adventure style is a bit non-traditional though. Is easy to run, just different from other stuff.

The best guy for super easy to run traditional one shots is MT Black’s stuff on DMs Guild…all the adventures great.


Some great first level stuff in there, my 12yr old ran king of cats as his first.
 

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