BECMI B1 "In Search of the Unknown" 1979/81 TSR9023

by Hawke Robinson published 2019/08/11 20:29:31 GMT-7, last modified 2019-08-11T20:29:31-07:00
A Basic Dungeons & Dragons module.

A classic, somewhat fun dungeon crawl with some humorous twists.

The formatting is very rough, especially compared to later modules in the B series. While meant for absolute beginners of the time, Mentzer-onward modules tend to be far better organized and planned out for real beginner DMs. A slightly more (or much more) experience DM can make this adventure even more fun than as-written.

Most notably of value from this module is the "Tips for Players" near the rear of the module, highly recommend having excerpts of this for new players"

TIPS FOR PLAYERS
Beginning players would do well to profit from some basic
advice before beginning their D&D careers. and with that in
mind, the following points are offered for consideration:

1) Be on organized player. Keep accurate records on your
character (experience, abilities. items possessed. etc.) for
your own purposes and to aid the Dungeon Master.

2) Always keep in mind that the Dungeon Master is the
moderator of the game. and as such, deserves the con-
tinued cooperation. consideration and respect of all the
players. If you disagree with him or her. present your view-
point with deference to the DM's position as game judge, but
be prepared to accept his or her decision as final-ofter all.
keep in mind that you may not know all aspects of the overall
game situation. and in that case. not everything will always
go your way!

3) Cooperate with your fellow players and work together
when adventuring. Remember that on any foray into the dun-
geon or wilderness. a mix of character classes will be bene-
ficial. since the special abilities of the various characters will
complement each other and add to the overall effective-
ness of the party.

4) Be neither too hasty nor too sluggish when adventuring. If
you ore too fast in your exploration. you may recklessly en-
danger yourself and your fellow adventurers and foll prone
to every trick and trap you encounter. If you ore too slow. you
will waste valuable time and may be waylaid by more than
your shore of wandering monsters without accomplishing
anything. As you gain ploying experience you will learn the
proper pace. but rely on your DM for guidance.

5) Avoid arguing. While disagreements about a course of
action will certainly arise from time to time. players should
quickly discuss their options and reach a consensus in order
to proceed. Bickering in the dungeon will only create noise
which may well attract wondering monsters. Above all. re-
member that this is just a game and a little consideration will
go far toward avoiding any hard feelings . . .
6) Be on your guard. Don't be overly cautious, but be ad-
vised that some non-player characters may try to hoodwink
you. players may doublecross you. and while adventuring,
tricks and traps await the unwary. Of course. you won't avoid
every such pitfall (dealing with the uncertainties is port of the
fun and challenge of the game). but don't be surprised If
everything is not always as it seems.

7) Treat any retainers or NPCs fairly. If you reward them gen-
erously and do not expose them to great risks of life and limb
that your own character would not face. then you con ex-
pect a continuing loyalty (although there may be excep-
tions. of course).
8) Know your limits. Your party may not be a match for every
monster you encounter. and occasionally it pays to know
when and how to run away form danger. Likewise. a dun-
geon adventure may hove to be cut short if your party suffers
great adversity and/or depleted strength. Many times it will
toke more than one adventure to accomplish certain goals.
and it will thus be necessary to come back out of a dungeon
to heal wounds. restore magical abilities and spells, and re-
inforce a party's strength.

9) Use your head. Many of the characters' goals in the game
can be accomplished through the strength of arms or mag-
ic. Others. however. demand common sense and shrewd
judgment as well as logical deduction. The most successful
players ore those who con effectively use both aspects of the
game to advantage.

10) The fun of a D&D game comes in ploying your charac-
ter's role. Take on your character's persona and immerse
yourself in the game setting. enjoying the fantasy element
and the interaction with your fellow players and the Dungeon
Master.

Enjoy yourself. and good luck!

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