Trying to learn DnD.

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Sep 17, 2009
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My friends and I just gained an interest in trying to pick up and play DnD, but the rules look incredibly hard.

We are going to college in late August so we really only have a month to learn to play.

So my question to the escapists out there is...

1) Is learning DnD and playing at least a bit of it even possible to do in 1 month?
2) What books do I need to buy or should I just use online sources?
3) How should I go about starting to play this game?

Thank you for all of the help.
 

Owyn_Merrilin

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May 22, 2010
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Nautical Honors Society said:
My friends and I just gained an interest in trying to pick up and play DnD, but the rules look incredibly hard.

We are going to college in late August so we really only have a month to learn to play.

So my question to the escapists out there is...

1) Is learning DnD and playing at least a bit of it even possible to do in 1 month?
2) What books do I need to buy or should I just use online sources?
3) How should I go about starting to play this game?

Thank you for all of the help.
DnD isn't that hard if you already have a dungeon master who knows what he's doing. Learning on your own is probably not the best idea. If I were you, I'd check the local game shops to see if anybody is starting or willing to start a new campaign. It's much easier that way, and less expensive as well.
 

Amnestic

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Aug 22, 2008
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1) Is learning DnD and playing at least a bit of it even possible to do in 1 month?
Yes.

2) What books do I need to buy or should I just use online sources?
Speaking for 3.5th, you really only need the Players Handbook, the Dungeon Master's Guide and the Monster Manual. You obviously only need one copy per group, rather than one each.

3) How should I go about starting to play this game?
Get a group. Make characters. You're probably best starting in a pre-made scenario first rather than having your Dungeon Master create something straight off - especially if he's new to it.

Expanded reading around the internet helps.
 

MisterShine

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Mar 9, 2010
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Nautical Honors Society said:
So my question to the escapists out there is...

1) Is learning DnD and playing at least a bit of it even possible to do in 1 month?
Assuming you're doing 4th edition, absolutely. It'll take maybe an hour or two of reading the rules, and maybe doing some basic encounters to have it pretty much down. Plus I've never heard of a group of players who isn't open to teaching new people the ropes, we're a damn friendly bunch if I may say so.

2) What books do I need to buy or should I just use online sources?
Player's Handbook [http://www.amazon.com/gp/product/0786948671/ref=pd_lpo_k2_dp_sr_1?pf_rd_p=486539851&pf_rd_s=lpo-top-stripe-1&pf_rd_t=201&pf_rd_i=0786928867&pf_rd_m=ATVPDKIKX0DER&pf_rd_r=0NEC4XCFP5805071PVCK]
The Monsters Manual [http://www.amazon.com/Dungeons-Dragons-Monster-Manual-Roleplaying/dp/0786948523/ref=pd_sim_b_2]
Dungeon Masters Guide [http://www.amazon.com/Dungeons-Dragons-Dungeon-Masters-Guide/dp/0786948809/ref=pd_sim_b_1]

a pre-made adventure:
on amazon [http://www.amazon.com/Keep-Shadowfell-Dungeons-Dragons-Adventure/dp/0786948507/ref=sr_1_7?ie=UTF8&s=books&qid=1278534862&sr=1-7]. A pretty good one Wizards put together, a good place to start, has a basic adventure all ready to go, DM just needs to perhaps add his own flair and read the cards.


3) How should I go about starting to play this game?

Only the DM should read the DM's guide and the monsters manual, and you guys can just share the players handbook. Those'll teach you everything you need to know. Also remember, if you guys think the rules would be better another way, go ahead and change em. Or add em. Or ignore them entirely, it's your adventure afterall! Have fun, hope this helps :)
 

Axolotl

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Feb 17, 2008
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Try and find someone who knows the rules. DnD is pretty easy to get the hang of if somebody can guide you through it.

If not, google Swords and Wizardry, it's the original DnD rules rewritten so they're easyier to understand. It's a remarkably simple system and even if you don't end up using it, it may help you understand where the more complex parts of later editions come from.
 

Continuity

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May 20, 2010
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You need to get to grips with the basics but thats not too hard, everyting else you can pick up as you go.
 

ZombieGenesis

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Apr 15, 2009
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Listen to the Penny Arcade D&D Podcasts (seasons 1-3 I'd say) on Wizardsofthecoast.
They play fourth edition with a certified GM who takes them through the basic rules, I think two of the players are new to the game so a lot gets explained. You won't learn everything but its what got me started.
 

Rakkana

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Nov 17, 2009
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Well were at it. I'm planning on starting a DnD group with my friends. I'm not experienced and I'm going to become the dungeon master. Any tips or warnings I could take heed of?

We have no DnD groups near us, that's why were going to have to make one.
 

DeadlyYellow

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Jun 18, 2008
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4th if you prefer heavy combat, 3/3.5 if you prefer combat/scenario situations. Shouldn't take more than a couple days to muddle out.

I'd say a hard copy is preferred, as it doesn't root you to a computer or laptop. For the Dungeon Master's Guide and Monster Manual you could technically pass on them, but you will definitely need a Player's handbook.
 

Amnestic

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Aug 22, 2008
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ZombieGenesis said:
Listen to the Penny Arcade D&D Podcasts (seasons 1-3 I'd say) on Wizardsofthecoast.
They play fourth edition with a certified GM who takes them through the basic rules, I think two of the players are new to the game so a lot gets explained. You won't learn everything but its what got me started.
You wouldn't happen to have a link would you? Just curious as I've not played 4th and it seems like a good way to introduce yourself.
 

PopeJewish

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Apr 15, 2010
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Rakkana said:
Well were at it. I'm planning on starting a DnD group with my friends. I'm not experienced and I'm going to become the dungeon master. Any tips or warnings I could take heed of?

We have no DnD groups near us, that's why were going to have to make one.
biggest qualm is railroading. Don't force the players into situations, down along certain paths (aka railroading them into a story where it's less an RPG and more you telling a story), allow them to do what they want, go where they want, etc. Drop hints as to where they're supposed to go, but if they choose to outright reject parts of the quest you set up and do their own shit instead, well, so it goes. Some of the best memories I have of P&P gaming came from all the random crap my friends and I used to do that had nothing to do with the quests we were on, or flew right in the face of them. Just let the game unfold.

but always have a plan, and always plan ahead for what you want to do, and possibilities of what might occur. This can be tough when you're new, though
 

IslandManJack

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Feb 21, 2010
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Yeah im in the same situation as you. Me and 1 of my friends really wanted to start playing but we didnt want to shell out 120 dollars on rule books and monster manuals so we pretty much work out our own rules from the starter book you get and rules we look up on the internet.
 

ZombieGenesis

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Amnestic said:
ZombieGenesis said:
Listen to the Penny Arcade D&D Podcasts (seasons 1-3 I'd say) on Wizardsofthecoast.
They play fourth edition with a certified GM who takes them through the basic rules, I think two of the players are new to the game so a lot gets explained. You won't learn everything but its what got me started.
You wouldn't happen to have a link would you? Just curious as I've not played 4th and it seems like a good way to introduce yourself.
http://www.wizards.com/DnD/Archive.aspx?page=2&category=resources&subcategory=podcasts

This page has the first season, you'll find the other two on the podcast section too. There's a fourth season but it's using the Dark Sun set, which works a little differently.
You can download them too, and listen on your phone or something.
 

Souplex

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Jul 29, 2008
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First thing: Find a group of people who can commit to a loose schedule to play it with. If they can't then it's not going to work.
Second thing: Decide what edition you want to play.
Third thing: Shake down your associates who will be playing for cash. Those books can get pricey.
 

Asturiel

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Nov 24, 2009
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IslandManJack said:
Yeah im in the same situation as you. Me and 1 of my friends really wanted to start playing but we didnt want to shell out 120 dollars on rule books and monster manuals so we pretty much work out our own rules from the starter book you get and rules we look up on the internet.
I was thinking of doing an online campaign with a few Escapists if you would like.

OT: DnD isn't very hard so you could probably learn it in less than a month.

Read over the players handbook, may take a bit, but do it it certainly helps. You guys only need the Players Handbook and the DM will need the others, start with a premade and expand your plot from there.

Good luck.
 

Amnestic

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Aug 22, 2008
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Asturiel said:
I was thinking of doing an online campaign with a few Escapists if you would like.
I am registering my interest for such a concept.
 

Con Carne

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Nov 12, 2009
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At the very least, you need the Players Handbook, that'll get you by. The rules aren't hard at all. The Dungeon Master's Guide is good to have, but if you only have 1 month, then I'd leave it out for now, it'll probably make things more complicated if you're just trying to learn.
a basic starter kit for D&D would include
1. paper
2. Pencils
3. A couple sets of gaming dice.
4. The Players handbook
5. good imaginations.
6. Plenty of patience
7. Junk food and tasty beverages.
 

gamer_parent

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Jul 7, 2010
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D&D is not hard to learn if you're already familiar with RPG conventions. (i.e. class levels, resistance, etc)

It all comes down to task resolution, which D&D generally splits into several groups:
1. Combat resolution (hit points, physical attacks, magic resistance, etc. This is the stuff that if you've ever played any western RPG like say, KOTOR, you should have no problem picking up)
2. specific non-combat task resolution (diplomacy, jumping across chasms, etc. The general framework they work with since 3.5 is "here's the number you gotta beat on the dice, now add all your bonuses together with the roll to see if you do".)

Getting those two down will get you probably 70% of the way to knowing all you need to know about the game. with that understanding, you can move onto creating characters.

For the game master though, it becomes signficantly more difficult since you also have to understand how to handle monster creation, reward calculation, challenge rating balancing, and that's just the mechanical portions. We haven't even gotten into narrative pacing, setting creation, etc.