Campaign worlds need deep dungeons, lost dwarven holds, crumbling castles, ebon caverns and dusty necropolises for the characters to explore. Such locales need suitably evocative names. Whether designing a ruined moathouse, a small self-contained forgotten crypt or an entire megadungeon, a dungeon’s name is vital for setting the theme and style of the complex. An evocative name builds the players’ expectations and may even provide hints about what might lurk within the dungeon.
So we started up Village of Hommlet and this time around we had two new players. One had not played since the early days of 3rd edition, and the other had never played. Although both jumped right in with both feet to have fun, many of the mechanics slowed down game play.
So how do we deal with new players?