Dungeons and Dragons, where do I begin?

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Pegghead

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Aug 4, 2009
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Me and a few of my mates (Because they live close by) occasionally meet up for pizza, movies and gaming. While we always have great fun I've often thought about getting together and occasionally doing something other than what I just mentioned to give a bit of variety and after all the Penny Arcade I've read I started thinking about the oh so classic game Dungeons and Dragons.

Now only one of us has ever played D&D and the only experience I've had with anything table top (Excluding board games) is a bit of warhammer 40k. So for four blokes who occasionally meet up on a Friday night debating which idiotic college chick in the zombie film we'd like to uh, re-populate a zombie riddled earth with over pepsis and pizzas is it a good idea? How would you reccomend somebody starts off? What are the games actually like and what would I require at what price?

And just for the record I live near one or two shops that have stands with those D&D booklets in them (I was skimming through one today when I decided it was probably better to ask here).
 

Kurokami

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Feb 23, 2009
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Pegghead said:
Nobody here plays dungeons and dragons, really?
It seemed to have missed my generation (or perhaps location) so I can't say I ever have, I have always wanted to try though, but my friends aren't the kind you'd play that with. I admire your enthusiasm though, good luck.
 

Uncreative

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Oct 29, 2009
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I've only ever played version 3.5, and I was lucky enough to have a parent that played way back when that could help me out a bit.

My best advice if you're really interested, buy a 4.0 players handbook and read through it.
Sound like fun? Look into the Dungeon master's guide and a Monster manual.
Looks boring? Don't.

EDIT: The games are as fun as the group you're playing with. The books are only suggestions for a serious game.
Wanna make a flaming torch of fiery immolation? Go for it!
Wanna randomly stab your friends and somehow never be injured? Why not?
Wanna kill the dragon by overwhelming it with your awesome Hokey Pokey skills? More power to ya!
 

sms_117b

Keeper of Brannigan's Law
Oct 4, 2007
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The starter manuals are a good place to start, I only played 3rd edition for about 2 months before other commitments really took over, my mum/DM drew out a map, placed treasure and monsters therein and weaved a faint plot based around the map (she also made her own random encounter section listing 15 encounters to take place between towns, dungeons and caves and rolled a 20 sided die until I had encountered 10 of them then started over).

However I digress, the starter manual and monster manual are good places to start.

EDIT: OR there is a Dragon Age Pen and Paper version you might want to look at, I do, but I have no friends that I could bring it up with....

Only link I have, sorry, http://www.greenronin.com/dragon_age/
 

j0frenzy

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Dec 26, 2008
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I have had worse organized D&D groups.
My recommendation would go like thusly if no one or next to no one has played D&D before. Find someone to be a DM and lead the game. Then go to this URL and check out the quick start rules and demo campaigns they have http://cgi.ebay.com/Small-Battle-Mat-24-x-25-D-D-Dungeons-and-Dragons-D20_W0QQitemZ110497187781QQcmdZViewItemQQptZUK_Toys_RolePlaying_RL?hash=item19ba2547c5#ht_500wt_823. I would also recommend that between the entire group there is at least one copy each of the Player's Handbook and the Dungeon Master's Guide. Eventually, you will probably also want a Monster Manual for when you actually start building you own adventures. If you are going to read through the rule books, there are a couple of chapters to highlight. Chapters 1, 2, 8, and 9 of the Player's Handbook are probably the biggest ones to emphasize.
Also, you are going to want to pick up at least one set for the group, but probably more, of dice. You will need 1 20 sided, 2 10 sided, 1 six sided (though at least 4 is recommended), 1 12 sided,1 8 sided, and 1 4 sided. You can buy sets of them online. You will also most likely want to pick up some form of mat divided into squares that you can draw on to make maps for combat to visualize everything. Something like this http://cgi.ebay.com/Small-Battle-Mat-24-x-25-D-D-Dungeons-and-Dragons-D20_W0QQitemZ110497187781QQcmdZViewItemQQptZUK_Toys_RolePlaying_RL?hash=item19ba2547c5#ht_500wt_823 and wet erasable markers and something to mark characters. In a pinch, I have used a chess board and various items to display the combat, but I really wouldn't recommend that.
I should also point out that all of these recommendations are for the 4th Edition system. It really isn't the most accurate system, but it is the simplest and most streamlined, making it easier for a new group to understand.
The last bit of advice I can give is to remember that the game is really about the characters. You can easily bring it down to just monster killing, but D&D really works best when you have characters that are interacting with the story. My only recommendations are far as that goes is just try to make your characters human. Give him a goal, a backstory, a reason why he is doing what he is doing and give him odd little personality quirks. It doesn't have to be anything or deep. My second best roleplayed character was a human lord who was adventuring to learn the secrets of magic. My best roleplayed character was a dragonborn warlord (a healer) whose whole thing was that he was loud, pushy and aggressive. He healed you by swearing at you and forced the party into combat to show how awesome he was. Just make your characters people.
I hope this has helped to some degree.
Edit: one other thing I forgot. There are expansions books called the Player's Handbook 2, Dungeon Master's Guide 2 and Monster Manual 2. Don't pick those up. You need the one that is just the Player's Handbook to get the rules you need. It will look like this http://www.wizards.com/DnD/Product.aspx?x=dnd/products/dndacc/217367200.
 

RoboKy

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Apr 24, 2008
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Actually, I personally play D&D and have some advice for playing D&D.

1) if it is possible, watch others play it. Usually, most hobby stores do have open D&D sessions where people can jump in and play with the operating Dungeon Master (DM). If such a thing is not possible, simply ask the person running the hobby store. Chances are he has played D&D himself and is willing to explain the whole thing to you. If not, the best thing would be to play a bit of standard western fantasy rpgs (dragon age, balder's gate, D&D online etc.) because these games take many of their inspirations from D&D. If worse comes to worse watch movies like Lord of the Rings and other medieval fantasy movies to help familiarize yourself with it.

2) D&D is not a difficult game in principle. The main idea of the game is to play alongside with the DM within the world and reality of the DM's creation. Unlike other types of games such as board games or even video games, D&D and other pen and paper rpgs allow the user (player characters) to have great freedom (somewhat) in what kinds of things they want to do etc.

3) the materials needed for D&D is as follows: (price range)

players handbook ($30-$50)

DM's guide ($30-$50)

Monster's manual ($30-50)

roleplaying dice: Ideally, each person playing should have their own set, but if not about two complete sets should be sufficient ($10-$30 each)

I know that the prices listed here seem a lot for one person to bear so try to get your friends to help contribute financially as well. Also, these materials listed above should give you all the basic materials you need to formulate a kickass adventure.

Lastly, if you don't have much experience running a D&D adventure look up the dungeon world section here at the escapist for possible ideas for adventures. If you continue to have problems, just let it be known in the forum. Thanks.

P.S. all of the advice I have prescribed to you is not the final word. There are many different ways to get into D&D, this is just how I got started in it. Take the time to listen to the advice of other people that will inevitably post in response to your question. Many of them are more familiar with it than I.
 

j0frenzy

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Dec 26, 2008
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I swear to God I am going to stop forgetting things, but another thing you can do to help learn the rules is that Penny Arcade and PvPOnline did a series of podcasts (or 3 series now) detailing a D&D campaign. You might be able to supplement your learning experience by listening to that, but honestly the best learning for me in RPGs is by doing as part of a game. The podcasts can be downloaded over iTunes. Just be sure to listen to the first set because those are the ones where they actually go over the rules.
 

sidecord

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Dec 11, 2009
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i have played AD&D, 3.0, 3.5, and 4.0. Probably had the most fun with 3-3.5, even thou we ran the Sunless Citadel so many time, i now remember everything about it. Didnt really catch on to 4th, probably because we almost got raped by kobolds.
still a lot of fun with the right group of people
my favorite is still Dragonstar, which is pretty much D&D in space

i would probably start with 3.0-3.5
 

Gauntes

Senior Member
Jun 22, 2009
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It really doesn't matter what edition you have as long as you have a good DM (That's dungeon master if you haven't caught on). Some people complain that the 4th edition isn't as immersive as 3.5, but 4th is much less of a clusterfuck.
It's also easier to get into and easier to set up houserules

Start with 4th edition and if you get into it and want something more complex, try pathfinder.

Also I recommend you get the $16 starter set before you buy the actual books and miniatures.
 

Toriver

Lvl 20 Hedgehog Wizard
Jan 25, 2010
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As a very experienced D&D player, I would be happy to help you by answering questions you have. PM me with any questions you would like answered and I will try to answer through PM as quickly as I can.

For starters, my recommendation is to get your hands on the Core Set of D&D books. They are:
1) Player's Handbook
2) Dungeon Master's Guide
3) Monster Manual
4) Player's Handbook 2 (optional; provides more options for races, classes, etc.)

There are multiple versions of D&D that have been released over the years, so my recommendation is to start with version 4.0 (the latest version), as it's the simplest and most beginner-friendly. My favorite version is 3.5, but it's more complicated and in-depth and requires more poring over books to find information you need.

You and your friends should read through the Player's Handbook to learn the basic rules. The person planning to be the DM (Dungeon Master) should also read through the Dungeon Master's Guide. The Monster Manual is a compendium of all the fun baddies that the DM can throw at the other players in the game. My recommendation would be to have the guy who's played before be the DM. He's tried it and at least has some knowledge about what goes on in a gameplay session. Anyway, once you understand the rules, the only other thing I can suggest for the next step is to get some multi-sided dice and give it a try! If you like it, you like it, if you don't, you don't, but it's one of those things that you won't know unless you give it a shot.

EDIT: Sorry to repeat the info stated above, I had multiple tabs open from when the page was last updated on my computer and was ninja'd. But my offer of PM Q and A still stands.
 

Alex_P

All I really do is threadcrap
Mar 27, 2008
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The stuff:

Dungeons & Dragons is based on three main books: the Player's Handbook, Dungeon Master's Guide, and Monster Manual. Initially, just one of each should be enough for the group. Eventually y'all will probably find it's easier if more than one person has a Player's Handbook. All of the other books on the store shelves are optional additions to the game.

You're also going to want to a set of polyhedral dice [http://en.wikipedia.org/wiki/Polyhedral_dice#Standard_variations]. Since you've already played Warhammer you might already have a favorite game store or website to get those from.

In recent versions of D&D, combat is based on a grid. You can get miniature figures if you want. When we played D&D, I just used a vinyl mat (they can be pretty cheap online [http://chessex.com/mats/Battlemats_&_Megamats2nds.htm] or at conventions) and made my own flat "minis" out of paper using images from the web.

D&D 4th Edition also comes with a service called D&D Insider, which gives you some online tools (like character-making software) for a monthly subscription fee. Seems like it's generally well-regarded by players.
 

Playing the game:

For starters, one of you is going to have to be the game master -- that's the player who describes the world, plays the supporting cast, and provides the adversity for the protagonists. Generally whoever is most interested in actually reading the books and organizing the session should try out GMing first, since it involves more effort and attention.

Some folks say you ought to find some experienced players to teach you the game. I say you're better off just playing with people who are already your friends regardless of their experience level. You'll be more comfortable with each other and you'll have an easier time actually figuring out what you want out of the game.

RPG writer Greg Stolze has two quickie articles that I think nicely complement the play advice in the D&D books. Check out "How to Play Roleplaying Games" and "How to Run Roleplaying Games" near the bottom of this page [http://gregstolze.com/downloads.html]. Short and sweet and easy to understand.
 

Other options:

There are a variety of tabletop roleplaying games out there designed for different things -- different settings, different approaches to storytelling, varying levels of tactical complexity (including games that just simply aren't about tactical challenges at all), &c. D&D is a fun and popular game, but if you know you want something very specific, ask here or on some other forum and RPG players may be able to recommend a game that'll cover that specific thing.

Have fun!

-- Alex
 

Altorin

Jack of No Trades
May 16, 2008
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buy the Starter's Pack for 4.0 If you enjoy it, pick up a Dungeon Master's Guide, a Monstrous Manual and a Players Handbook, and maybe a level 1 adventure, like Keep on the Shadowfell.
 

ace_of_something

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Sep 19, 2008
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You've got a lot off god advice here except one thing.

All the best characters have rhyming names. Like my first character ever made some 19 years ago... Melvin Lairick the Elven Cleric.
 

Tharwen

Ep. VI: Return of the turret
May 7, 2009
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In my opinion, the DM is the most important part of a good group. Having someone who can adapt to any unexpected situation you force upon him while still guiding you to the goal he wants is almost a perfect ingredient in the group.

Bottom line: Take the game seriously, but have fun with each other at the same time.
 

GreyWolf257

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Oct 1, 2009
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I'll go ahead and tell you that the games are great fun. Books aside, it is relatively cheap. You will probably only need one set of books per group, so you can all split the costs. Dice is cheap, too. The game consist of nothing more than imagination and dice rolls, unless you would like to use things such as miniatures or graphs (we don't). Now, I can only tell you one more important thing: do not get 4th Edition! It sucks!