Edited by Brent, Krystle C., Brigitta M., Xander and 48 others
Dungeons and Dragons is a really good game to play while you are bored, or if you want to expand the realms of your imagination. After all, a game with a depth such as this really needs a lot of work to be played right. Here are some things to do to be able to play this magnificent game.
Playing Dungeons and Dragons
- There are gaming modules (maps and stories which include various types of encounters such as: monsters, NPCs, and treasure locations) available both in the books and online which can assist a DM if he or she does not want to create one. This is a great place for new DMs to start.
- Don't be afraid to role play! Try to say things that your character would say, rather than speaking in present-day slang. You don't have to pepper everything with Thou's or Milord's, but a medieval archer would not say "Dude!", or "that's wicked beast!"
- Enjoy your time together, regardless of the outcome of the adventure. The point of it all is to have fun.Some people may think this rule does not apply and may throw temper tantrums if it doesn't go well. If this does happen don't be shy to ask your DM to kick him/her out.
- Designate a Map Maker/Note Taker from the remaining players. This step is optional, but by doing so it will eliminate a lot of back-tracking and forgotten clues.
- Dice are referred to by number of sides, so a d20 refers to a twenty-sided die. Some times you will need a d2 or d3, since these do not exist use a d6 with 1,2,3=1 and 4,5,6=2 or just a fair coin (d2) and 1,2=1; 3,4=2 and 5,6=3 (d3). The number preceding the "d" is the number of dice; so 3d6 is three six-sided dice.
- Beginners should stick to the standard character races and classes found in the Player's Handbook.
- In D&D gaming you roll various dice (from d4 to d20 - 4 sided to 20 sided dice) to determine the results of many actions when under duress, if the outcome could have non-trivial repercussions or if the action is challenging to the character enough to be unsuccessful. Examples could range from success or failure in combat, trying to jump over a large pit, how well you represented yourself in talks with a prince, if you could stay on a galloping horse in the rain, being able to see something from a distance, etc.
- Not everyone will understand the joy of roleplaying. That's their problem, not yours. Have fun no matter what they say.
- Do not bring guests with you to a session unannounced. Always ask the DM and the owner of the location you are playing at before you show up with anyone! Spectators typically serve as more of a distraction than anything else and will make many people uncomfortable. This is especially true of the owner of the location. Being courteous and respectful is always important.
- It can be difficult to focus on the adventure when you're with your friends. Gaming sessions frequently lapse into chit-chat. You decide whether this is good or bad.
- The degree of roleplay is often determined by the group you play with. Learn how far they take the roleplay, and how much comedy is integrated into the roleplay.
- It is a good idea to have a game grid system to eliminate any confusion on where everyone is compared to where the monsters are.
- Make sure everyone is playing with the same version. There are major changes from one version to another, and even 3rd edition to 3.5 has some big changes. If you aren't careful, you may end up creating a character that is broken (extremely good, usually because of exploits) or one that can't correctly function due to the mix up of rules.
- It's good to roleplay, but don't overdo it. For example, you don't need to always say stuff like, "Prithee my liege, but if mine dagger doesn't end up back in my ponce, I'm going to have to splay and butterfly you on a tree. Huzzah!"
- If others do not role-play, it is not a problem you should get hung up on. Many do not role-play because they have strong beliefs against witchcraft and may become uncomfortable with someone acting like they can do spells. Others simply feel self-conscious playing "let's pretend" as grown-ups, and would rather focus on the game aspect of D&D. You can still have great fun behaving like real people!
Things You'll Need
- Books for rules and information such as: Dungeons and Dragons: Players Handbook,Dungeons and Dragons: Dungeon Master Guide, Dungeons and Dragons: Monster Manual .
- All three can be purchased as a starting pack in a slip case for a discount
- The basic rules, called the d20 System Reference Document (SRD), are online and free. (http://www.d20srd.org)
- Dice: d20, d12, d10(actually two dice in a pair, one going from 1-10 and another going from 10-100, counting up in tens) , d8, 4d6, 2d4
- Paper and pen or pencil (for mapping, keeping track of character stats, etc)
- Graph paper (optional): Great for map making for both the DM and the Map Maker
- A friend
Sources and Citations
- The Hypertext d20 SRD Many of the rules for Dungeons & Dragons in easy to use and reference Hypertext form.
- Wikipedia: Dungeons & Dragons More information on D&D from creation to history to character details, etc.
- Free RPG Tired of playing in a medieval fantasy world? Here's a list of free games if you're still interested in role playing. Don't worry, if you still want to play in a medieval fantasy world, there are options listed here that go beyond the original D&D realm as well.
Categories: Role Playing Games
Recent edits by: Milind, Jordan, Teresa