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AMCization

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Jun 1, 2009
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Ok, I am a 17 year old British guy. I have a close group of friends around my age who would be nerdy enough to try it out with me. I like lord of the rings, and I used to do Warhammer, very briefly, very crudely. I have a pretty good paying part time job, with no outcome except driving lessons.

I would like to get into Dungeons and Dragons, going by the info i have given you, should I? and if so, could someone give me tips on what I would buy to get started?

(If this isn't the place then I'm sorry, but I figured you guys would be the people to talk to)

*prepares for rage and the like*
 

DeadlyYellow

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Jun 18, 2008
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If you like combat, go with version 4. If you like story and combat, go with version 3/3.5.

If you really love story and being verbally awesome, try out White Wolf series. World of Darkness or Exalted.

I myself love 3/3.5
 

DrunkWithPower

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Eh, I never enjoyed D&D because of the lack of people who play locally. If you have a group of friends then I say why not.
 

The Blue Mongoose

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I assume there are rule books and what not. Best thing to do with a pen and paper RPG is first to read how it plays and see if it will be fun for you. Then get mates to have a read and see if they'll play with you.

If they're keen, and you're keen, buy the rest of the books, and other stuff and have a short game. If it's good, woo! you win! keep playing.

If not, pawn everything!
 

DeadlyYellow

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The Blue Mongoose said:
I assume there are rule books and what not. Best thing to do with a pen and paper RPG is first to read how it plays and see if it will be fun for you. Then get mates to have a read and see if they'll play with you.
Problem is the newer versions of D&D split up there core rulebooks. And each is about $35 US new.
 

Altorin

Jack of No Trades
May 16, 2008
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DeadlyYellow said:
If you like combat, go with version 4. If you like story and combat, go with version 3/3.5.

If you really love story and being verbally awesome, try out White Wolf series. World of Darkness or Exalted.

I myself love 3/3.5
Exalted is the only game I know where you get extra points if you can describe what you do and make everyone laugh

"I leap through the window, then jump ontop of the guy's shoulders, and spin, twisting off his head and turning him into a blood fountain as his convulsing body twirls towards the ground"

"OMG EPIC WIN EXTRA POINTS FOR YOU!"

On topic, pick up a player handbook, of any edition, and read it. If you like what you read, try and find the dungeon masters guide and monstrous manual for that edition. If you don't, the game's not for you.

The edition doesn't really matter as long as you have fun.
 

Otterwuff

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Jul 27, 2009
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I remember the first time me and my friends tried D&D. We basically had no grasp on the game and such, and it was easily one of the most memorable and hilarious games we ever played.

As DeadlyYellow said, go 4th if you think you'll prefer combat, and 3rd/3.5 if you think you might be more into roleplaying with combat on the side. 4th is much easier to get used to, especially if you play any form of MMORPG.

The most important thing, though, is to not stick too close to the rules. The first times, be lenient. Make mistakes. And find out how it's fun. If you stumble on a rule that screws up how your group's been dealing with it, then consider abolishing the rule instead. D&D is all about the fun, just make sure you figure out what is and what isn't.
 

The Blue Mongoose

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DeadlyYellow said:
The Blue Mongoose said:
I assume there are rule books and what not. Best thing to do with a pen and paper RPG is first to read how it plays and see if it will be fun for you. Then get mates to have a read and see if they'll play with you.
Problem is the newer versions of D&D split up there core rulebooks. And each is about $35 US new.
Hrmm... Would you be interested in playing Mage then?

Back to D&D, there is nothing wrong with second hand books. There are ways to have a look at them without buying them brand new.
 

ArcWinter

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May 9, 2009
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yeah, but you can get all three (dungeon master's, player's, and monster handbook) for $60 US dollars if you look online. And ask your friends to chip in equal amounts, you can get it for really cheap.

And you should join D&D because it is awesome. Everyone should.
 

Ursus Astrorum

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It's a good game and decently versatile. There's a good amount of space to roam around and it's simple enough to understand. I'd recommend it myself, but as YMMV I can't say for sure. I've gotten more partial to games like Mouse Guard and World of Darkness, but D&D will always be part of my gaming habit since it's what I grew up with.
 

Clashero

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Most would tell you to find a group that's been playing for a while, or go to the comic shop and look for a DM looking to run a game. While that's OK, getting together with all your friends when none of you have ever played an RPG is the most fun way to start roleplaying.

If you find that you're a frequent rule-bender (I know my group are, and that's perfect for me) you may like 4e. For rule-benders, it actually allows for MORE roleplaying. If you're a by-the-book guy, 4e will be even more strict, which allows for less roleplaying.

Is your group looking to act out their characters, play roles and have a lot of conversation, or are you going for more of a pen-and-paper Diablo game?
 

Nimbus

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Oct 22, 2008
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Find people to play with. Everything else is secondary. I'd get into D&D myself, only to groups around here are for college students, and I'm only 17.

Also, if you want to start a group, buy the three big rulebooks and a set of dice. If you want to join one, buy the Player's rulebook and a set of dice.
 

DeadlyYellow

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Altorin said:
Exalted is the only game I know where you get extra points if you can describe what you do and make everyone laugh

"I leap through the window, then jump ontop of the guy's shoulders, and spin, twisting off his head and turning him into a blood fountain as his convulsing body twirls towards the ground"

"OMG EPIC WIN EXTRA POINTS FOR YOU!"
Its also one of the few games where you can suffer a very rare epic failure and have the universe collapse on you.
 

Mookie_Magnus

Clouded Leopard
Jan 24, 2009
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Like you've heard before, 4.0 is basically like a MMORPG. 3.5 is better for character customization, giving more alignments, skills, and things you can do to make your character different from others.

For example: I have a LV.2 Human Fighter. He is Chaotic Neutral, and weilds a Greatsword. What makes him different from other Human Fighters, besides his red hair? His skill in Heal. He has the Skill Focus(heal) Feat, as well as skill points placed into Heal. If this were 4.0, I would be unable to do this, and be left with another generic Fighter.

Plus, the alignment system is different in 4.0, it feels simplified and bastardized. Unaligned and True Neutral are not equivilent. True Neutral is balance of Law, Chaos, Good, and Evil. Unaligned is not getting involved, not something for a hero, is it?

D&D is first and foremost, a Roleplaying Game.
 

Dirty Apple

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Apr 24, 2008
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Sionce you're the one bringing it into your social circle, you're probably going to be the Dungeon Master. Get a second-hand DM guide, and see how it sounds to you. If your interest is piqued get your hands on a Player's Handbook. This will guide your friends through player creation. The Monster Manual isn't a necessity unless you enjoy what you read. That being said, I've long since gotten rid of my 3.5 rule books, but I still have the MM on my bookshelf.

As was mentioned before, don't worry too much about the rules in the beginning. Just have fun. I know when I used to play, I always kinda ignored the weight encumbrance rules. I just employed basic logic. And because I can't help myself, stay away from that GreyHawk stuff. I love me some Forgotten Realms. Good luck!
 

Mardrax

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Mar 12, 2009
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If you want to get into D&D itself, you want (need) to have avaliable to your group in whatever format (pfd versions are available in several online bookstores, which are much cheaper, and easy enough to handle if you're using a laptop, or are near a computer anyway):
- one Player's handbook
- one Dungeon Master's Guide
Optional would be a Monster Manual. However I would be highly recommend it. Also optional would be a publish adventure of some sort to play. With a DM with somewhat of an imagination, and working klnowledge of the rules, this shouldn't be a necessity. Especially for a first time DM, I would recommend one. Some excellent ones are available in pdf format for free. The WotC website would be the first place to look.

The choice would be between wether to buy those of either edition 3.5 or 4. 3.5 has been out for years and years. It is well developped and well loved by pretty much all players that I know of. It has loads and loads of source material available for it, both free and paid. 4th edition is somewhat new, as it came out last year. Hence, there is the question of wether or not you'll be buying a complete product. WotC may well choose to publish a 4.5 version to iron out any kinks, like it did for 3rd edition. However, the big bonus is of course, that tons of new stuff are going to be produced for it, and tons of support will be available. Reports of enjoying 4th edition I hear from friends vary and I wouldn't dare to say how much of this is just clinging to the known product.

Of course their mechanics differ somewhat. SO that would be something to consider as well.

As far as mechanics go, I'm a firm believer that mechanics of any RPG shouldn't influence the type of game played. Playing hack and slash style under WoD mechanics is equally viable to playing heavy socialising under D&D mechanics. The question is mostly how you want your game to play. How you want it to fare on the less roling vs more realism axle ;)
I am not well read into the mechanics of 4th edition, but I'm under the impression it leans a bit more towards the heavier rolling, compared to 3.5. I don't think the actual differences are very big though. Both are distinctly D&D, ruleswise. Now comparing a system like WoD as mentioned above would be a huge difference, but that's nothing to do with your question.

I would right now recommend buying 3.5 myself. Mostly because I know it plays easily once you get the ground rules down. Also because I know it's more or less bug free, so to speak. However, again, I'm not well enough read into 4th to make that a very solid recommendation. The choice is ultimately yours, and I hope with these arguments, I've at least helped you somewhat in it.

What I can make a solid recommendation of is that whatever you choose: have fun doing it ^^
 

Wildrow12

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AMCization said:
Ok, I am a 17 year old British guy. I have a close group of friends around my age who would be nerdy enough to try it out with me. I like lord of the rings, and I used to do Warhammer, very briefly, very crudely. I have a pretty good paying part time job, with no outcome except driving lessons.

I would like to get into Dungeons and Dragons, going by the info i have given you, should I? and if so, could someone give me tips on what I would buy to get started?

(If this isn't the place then I'm sorry, but I figured you guys would be the people to talk to)

*prepares for rage and the like*
First of all: welcome to the family, young blood. You'll find that you are in friendly company here.

Now, D&D is usually everybody's first tabletop RPG. However, as my fellow escapists have pointed out, it depends on you and what you and your friends want to play.

Want to duke it out with dragons and insist that the castle in the distance is "only a model"? Then D&D is right for you.

Want to risk losing your mind hunting down horrors that the human mind cannot possibly fathom in Victorian era London? "Call of Cthulhu" is there.

Want to leap tall buildings, move faster than sound, and use your plasma powers to fry evil? "Mutants and Masterminds" will let you be the goddamn Batman.

Want to focus on playing Resident Evil: the home game and the fun of fighting zombies without the hassle of complicated character creation rules, and all the joy of fast combat? "All Flesh Must Be Eaten" is ready and willing to eat your brain.

Want something more? Good news! There is a WORLD of rpgs out there for you and your friends (and all available for reasonable prices at places like drivethrurpg.com). There are rpgs which cover every conceivable genre and playing style.

If you want a place to start looking (and to hear from a true veteran gamer) I would suggest Kurt Wiegel:

http://www.youtube.com/user/pugknowspro

Have fun!
 

Mardrax

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Mar 12, 2009
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To add to Wildrow12 to be more specific to your question there:
http://www.youtube.com/watch?v=Qp6EbvJ0ssM
and http://www.youtube.com/watch?v=DuAaL7W6SSw
His review of D&D 4th ed. All in all 16 minutes. As a disclaimer: he's very negative about it.
 

Jaythulhu

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Jun 19, 2008
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The most important thing to remember when picking up a DM Screen for the first time is:

Never tell the players No, they can't do something.

Let them do whatever, then crush them mercilessly using clever tricks or the world environment. Nothing better than having a party member gloat over the ring of spell storing they stole from a high ranked mage, then later when the ring is used, it yells out STORING - S - T - O - R - I - N - G. Or a Hammer of Dwarven Throwing that throws the dwarf attemptin gto weild it as a missle weapon. If an action is pointless, or disruptive, or something like that, you can always say "sure, give me a roll" and then say "sorry mate, almost, but your target was a few points higher than that".

2nd most important thing to remember is: If the rules get in the way of the game or the fun, ignore them.

At the end of the game, your players should be bragging to each other about how they beat that nasty trap / monster / arcane puzzle by discovering a small but crucial flaw, or how they almost got thrown off a cliff by the ogre yet thanks to some very fancy foot and hand work, they saved themselves or even did some fancy ninja-like thing and returned the favour.

Finally: Leave real world issues at the door.

Sometimes, gamers will get shat off with each other over something. The gaming table, however, is a sacred space, and is not to be tarnished by real world issues. If you've got a problem, don't inject it into the game. If you're the DM, and you're pissed at one of your players, smacking him down in game is going to cost you a player. Leave it at the door, sort it out after the game, whatever, but don't bring it into the game. Same goes for your players.

One little thing I used to do to help keep players focussed on the game was to institute a good call / bad call system.

If someone said or did something witty, depending on its relevance to the game, and how much it made everyone laugh, I'd give them either 50 or 100xp. If it was an out-of-game call, I'd award 25 or 50xp. Having a table full of quick wits, the calls had to be exceptional to receive an award, but in-game relevant ones were handed out a bit more frequently than out-of-game ones.

The bad call points worked a bit different. If someone said or did something that made the entire table groan, they were given a baddie point, which had to be marked down on the character sheet. These things were nasty to have, as they conferred in game penalties.
Every time you got a baddie point, you had to roll a d10-(number of baddie points).
If you rolled over the number of baddie points you had, you were fine(ish). Under, and your character died of something stupid, like tripping on a frog and crushing your skull in a flower garden.
Whlle you had any baddie points, you suffered a negative penalty to all of your rolls equal to the number of points.
If you managed to collect 8 of them, you suffered the Wrath of the DM Continuum, and your character sheet was torn in half in front of the table, and you had to go roll a new one (lvl 1).

the only way to get rid of baddie points was to get good call awards (in-game only). The number of awards you needed to get to lose 1 baddie point was equal to how many baddie points you had (so if you had 4, you had to get 4 good call awards to go down to 3).


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If you've played some warhammer before, I'd suggest starting with 4th Edition, then when you're comfortable, track down some 3.5edition books. I do have to say that I don't see any reason to not stick with 4th ed, it's just as easy to run a story based game there as it was in 3/3.5e. I restarted my decades-spanning Forgotten Realms campaign (which has always been far more of an rp than a combat focused game) a couple of months ago, and if anything, the combat is streamlined and quicker, allowing for far more story and character development time.

Anyways, sorry for the mega-post, but I tend to get a bit babbly and overexcited when extolling the virtues of one of my favourite hobbies, or offering advice to first timers. Get stuck in, let the dice fall where they may, and have fun!
 

Saskwach

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It's a pity you weren't more into Warhammer. If you were I'd immediately suggest Warhammer Fantasy Roleplaying (Game). It's based off of the 3rd/3.5th edition rules, but is simpler and less fiddly. But seeing as you probably haven't really invested into the world you may find the focus of the game a bit restricting. Of course if you still like the setting in a general sense and have a friend who loves it and is willing to DM, rope him in. You won't regret it.

Jaythulhu said:
If you've played some warhammer before, I'd suggest starting with 4th Edition, then when you're comfortable, track down some 3.5edition books
I don't see the connection here. Before my first encounter with an RPG (3.5) I had been a Warhammer junkie. I passed over to 3.5 just fine. In fact, I did better than any of the ~7 other players, going from early beginnings to talking, sneaking and spellcasting my way through an entire ship to get the Macguffin in the cabin.
I can only guess that you mean it's similar in the sense of a war game to a war/board/role-playing game. In that sense, I would still disagree. While the minis and mapping would be understandable to a Warhammer player, the squares would be no less hard to grok. What's more, Warhammer is less about special attacks and info tracking than 4e; in that sense, it's closer to 3.X: most units have a basic attack and maybe a couple of special rules. And 3.X still has the minis option too, it's just less integral. If anything that's a plus for people just starting out, who'd want to figure out their own tastes without the book deciding it for them.
All in all, I just don't see 4e being significantly closer to WH than 3.X. In fact, I don't see much connection between either, but if we're forced to compare, I'd say 3.X.