Many gamers first get into the hobby of tabletop roleplaying by picking up a copy of Dungeons & Dragons, the world's most popular pen-and-paper fantasy RPG at present, but learning how to play – or be the Dungeon Master for – a session of D&D can be a tricky process for people unfamiliar with how tabletop RPGs work. Pre-written game modules created by Wizards of the Coast and other third-party game studios are a great way for D&D newcomers to slowly ease themselves into the game's storytelling, exploration, combat and intrigue elements. The following D&D modules, with straightforward premises and pre-made NPCs/dungeon maps, are particularly useful scenarios for beginners (and good adventures in their own right).
Soon after the publication of the basic rules for the original Dungeons & Dragons, Gary Gygax and other developers at the Tactical Studies Rules company started publishing dungeon modules such as the infamously lethal D&D Tomb of Horrors, The Keep On The Borderlands, Expedition To The Barrier Peaks, The Temple Of Elemental Evil, and so on. These pre-written scenarios gave aspiring Dungeon Masters with limited free time a list of characters, monsters, items, and perils to throw at their group of players while also demonstrating how they could eventually format, organize, and construct original campaigns and dungeon crawls. To this very day, many D&D DMs start out by running a premade module from Wizards of the Coast, then use their accumulated storytelling experience to design their own original fantasy worlds, characters and set-pieces.
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To be friendly and accessible for roleplaying novices, a Dungeons & Dragons campaign module generally needs share the
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