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DnD basics - beginner edition
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I may or may not be jumping into a DnD group sometime soon. So, I need to figure some things out. Learn with me!
Courtesy of adventureswoodworks.com
Let's get the elephant out of the room first. How many of you have heard that DnD (dungeons and dragons) is of the devil? I can't see you, but I bet at least one of you did. Let's clear the air. I am a Christian and know many people (also Christians) who play. This is a game of storytelling, with one person being the narrator who makes the rules (sort of) and writes the story. The other characters improvise their storylines. At the end of the game, an epic story has been told (provided the group is functional). The dice are the chances of success. For example, if you throw a high number you can probably do what you want to with great success. If you throw a low number you probably took some damage in some form. It is not of the devil. Now that we have gotten that out of the way, let's dive into the game basics.
Starting
The ideal number of people for this game seems to be four to five players (unless you have some seriously experienced DnD players and no beginners). One of you is the Dungeon Master or DM (for short). They control the rules, the narration, and any non-player characters (NPCs). It is best to get a good grip on how to play before DMing.
One of the ways to play is over Discord, like my first time (wasn't a full quest, but still fun). Many virtual spaces exist for the purpose of players being spread out everywhere. It would be great if you could gather in person to do this, though. It works a bit better when you aren't in the middle of a pandemic and no one has to deal with internet trouble. Gaming stores also hold events that can give you a taste of the game.
Rule number one is "have fun". If you are not having fun why are you playing? If you won't do a certain action say so and set that line at the start of the game. A good DM will then never cross that line. This is supposed to be a fun adventure. You're creating a story you can tell (and some people will legitimately use the quests as bedtime stories ). Have fun.
"Yes and..." is an improv rule that applies to this game. This game is an improv session. Don't shut something down right away. The fun of the game is creating the character arcs and playing with the possibilities. Some use the "rule of cool", which is literally "Can we do this? It sounds awesome." It depends on your DM for that rule. I just know that one of my friends uses it.
Not all campaigns and quests have to take months. In fact, you can find campaigns that take hours. There are so many varieties out there you can take as long as you want to complete your quest. It doesn't have to take months or a year. You choose how long it takes. This is a turn-based game, thus you go around the table taking actions for as long as you choose to play.
The Dice and Supplies
To play you need a set of polyhedral dice, a journal or some form of paper, and a writing implement. Many have tabletop sets, but you don't need that to play the game. You can get basic sets that create a world for you and guide you on DMing. Some sets even have the dice and premade characters ready for you, as well as rulebooks. You can get books to create your own campaigns, too.
The dice are for success and failure of actions. As stated before, you want a high roll on actions you want to take and low rolls on damage. You take damage when you attack and fail. Your DM will narrate accordingly.
Making A Character
Don't know how to make one? Try pre-generated ones first. You can improve them on the DnD Beyond website later. There are apps to create characters and resources all over the DnD websites. If confused ask and find the answer on those sites (or have a friend explain it).
Character sheets can be found on the internet for your use, or in the DnD books readily available for purchase. You can create your character backstory based on the world you are playing in. There is also no shame in reusing characters and adjusting their backstory as needed. I will be reusing a character when we begin our new group.
The DM creates the world you are playing in. You can find them premade and ready, or let the creativity flow and make your own. Your DM will inform you of the rules of that world. You make your backstory accordingly.
In creating your character you choose a race, choose a class, set ability scores, choose equipment, and set your backstory. Make sure your DM knows your backstory and can work that into the narrative.
Basics
Many rule books and game variations exist. That aside, these rules can help you get started.
Your character takes actions, whether they be combat or not. You also roll for the initiative using a D20 (which adds stats, too). This number determines order of combat. HP is hit points. If you are a gamer you didn't need me to say that, but it is for the nongamers reading that I define it. Armor Class (AC) is how hard a character is to hit in combat (on your character sheet). Leveling is determined by the DM and will be adjusted when needed.
Remember that this is a team sport. No one person is the hero of the story. Everyone should be sharing the spotlight. If you are uncomfortable with role-playing start by saying "My character does ___ and says _____". Go from there. This is a space that should be safe. Be encouraging.
DMs should remember to be prepared. Think of many possibilities before you get to the session and you won't get tripped up when someone zigs and doesn't zag. Be flexible. Players improving might decide to do something you didn't expect. Creativity is to be rewarded here. Sometimes the "rule of cool" is all you need in the moment. Make sure you set the expectations so everyone knows the tone of the campaign. There are tools at your disposal to play a game online or get help on world-building.
You know that videogame where your character took notes on their own? You only had to look up the journal tab? Forget that logic. You are the journal tab. You have to take notes. Some DMs leave clues for you to pick up. If you don't think you'll remember what you did last session take a journal and take notes. According to one of my coworkers, this makes a DM happy.
Check out my sources for more information. I only summed up what they said. There are so many different game components you might need to do more research.
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