Dungeons and Dragons is a great game to play when you're bored, or if you want to expand the world of your imagination. However, an immersive game like this requires a lot more effort to play properly. In this article, we provide a few things to do so that you can play this amazing game.
Step
Method 1 of 4: Understanding the Basics
Step 1. Purchase a manual
To be able to play the game Dungeons and Dragons, also known as D&D/DnD, you must know the rules of this game. If you can't find a store where you can buy the manual, try searching some sites like amazon.com. Read the manual until you understand the basic rules of the game.
There are several editions/types of this game, with different rules and procedures. The third and fourth editions are the most common editions today. The fourth edition is considered to be the most player-friendly and easiest to understand edition
Step 2. Understand the race
There are several races that you can choose for your character. Each edition has a different race, but the most common races include the human race, dwarf, elf, halfling, half-elf, half-orc. orcs) and gnomes. Each race has its own abilities, strengths, and weaknesses. This will affect how your character lives life.
Step 3. Understand the class
The class here is what your characters do, what they do well or they choose to do in their lives. Importantly, this determines the skills they possess that affect your character's role in a group. Choosing a class that matches your race is important. Again, the available classes vary depending on the edition. Common classes include fighter (fighter), rogue (wanderer), and wizard (magician).
Step 4. Understand the direction
Your character will also have certain moral lines that you need to consider. This will help you determine how your character will react in certain situations, as well as the decisions they will make.
Step 5. Understand the role of the dice
A number of dice are used when playing DnD. The dice used are not ordinary dice, but rather special dice with an unusual number of sides. The most common dice used in DnD games are the classic d20 dice (followed by d10), but you will need something else. The best option for this is to purchase a complete set from a local game store.
The dice will be used almost every time the player or when the Dungeon Master (DM) takes action. The difficulty or chance of something happening depends on the type of dice. You will roll the dice, and if the number that comes out is high enough then an action will occur, a good run, a bad one, or another number that triggers another action will come out (this action will be determined by the DM first)
Method 2 of 4: Setting Up the Game
Step 1. Join a game
The easiest, best, and simplest way to get started is to join an existing group. If you're less social than the average person, then this may seem challenging, but it's a great way to make new friends. You can search local forums, ask questions at game conferences, or inquire or advertise at local game stores. Some universities and colleges, as well as some high schools usually have clubs.
You must email, call and/or meet the person who created the group, and ask to join the game. The main thing you have to determine is age and social class. D&D is an activity that all ages can enjoy, but you don't want to be the only young person in a room of older people (40 years)
Step 2. Set up your own game
This requires a bit of hard work. You can advertise yourself in some of the same locations as described above or invite friends, family or coworkers to play with you.
Step 3. Appoint the Dungeon Master (DM)
If you are the one who manages the game, then you will become a Dungeon Master. To become a DM (Dungeon Master) requires a strong knowledge of the rules, or at least the desire to learn and run the game. This requires a bit of preparation before the first session begins.
People who become Dungeon Masters must purchase or have understood the gist of the rulebook: the manual, the dungeon master guide and the monster I guide. There are thousands of books available, but you only need these three books to run the game
Step 4. Find a place to play
Usually, this includes a table with a few chairs around it, and is usually in the Dungeon Master's house/apartment (to make the game easier). Preferably places without distractions such as TVs or other people not playing, although some local pubs or game shops will occasionally provide special amenities, either paid or free.
Method 3 of 4: Playing the Game
Step 1. Come
You will, of course have to come on game night. DnD requires commitment, because it is difficult to enjoy the game if the group members are constantly absent (lost). When you join the game, you must be willing and ready to match yourself with a predetermined schedule.
Step 2. Create a character
For the first session, you will create your own character. This can be done alone, before meeting with the group, or together. Creating characters together will result in a more balanced group, as you can discuss what is needed. Creating a character together also helps new or inexperienced players in the game.
- Make sure that everyone has a blank character sheet or use a program like Redblade to do this.
- Read the instructions related to character creation in the player manual and make sure every player makes a character except the dungeon lord (DM).
- Make a note of the differences in race and class, and which ones complement each other. For example, if you decide to become a fighter and this is your first time, a human race or a half-orc will be a much better choice than either an elf or a gnome. On the other hand, if you want a challenge, then try using any monk or spell caster (Sorcerer, Druid, Cleric, Wizard, etc.)
- The character you select will be called the Player Character (PC). Other characters in the game world that are not controlled by the player are called playerless characters (Nonplayer characters / NPCs) and will be driven by Dungeon Masters (DM)
Step 3. Start your adventure
You can immediately go to this stage in the first session after you have finished creating your character, or it could be your second session. In other words, the first trip is the time where you start the game.
- Each player moves their own character. You cannot move other player characters, nor can you move non-player characters (NPCs).
- Dungeon Master (DM) will explain where you are and what's around you.
- All players will tell the DM what they will do in response to the DM's explanation, in turn. DMs will answer any questions and explain what impact their actions have had.
- The game will continue this way, back and forth between the player and the DM.
Step 4. End of game- most sessions will end at or near the specified start time
Average time is determined by how often you play - if you can play once a week, then a game session is only about 4 hours, and if you only play once a month, everyone can choose an eight hour session. Whichever you like, the DM will time it and end the game at the right time.
Most Dungeon Masters will create a tense episode before the session ends. Basically, this will pause the adventure during a tense moment, leaving players excited to finish the next session. Just like television shows, this will keep everyone coming back next time
Method 4 of 4: Example Game
Step 1. Start the game
The DM will tell you where you are and some general ideas about the area around you, for example: “You are in a swamp. To your north you can see a house. To the west, you can go further into the swamp. In the East and South, your path is blocked by many vegetation.”
- Player 1: "I'm walking North slowly, drawing my sword in case something strikes us."
- Player 2: "How deep is the swamp?"
- Player 3: "Is the house in good condition?"
- Player 4: "I walked to the North too"
- DM: "Two of you walking North slowly, mud swallowing your shoes below the waterline. Water depth about 30 to 60 centimeters; calf deep. {Player 3}” Try to determine the quality of the house from your position. Make an inspection in your perception
- Player 3, who was trying to see if he could do something that might or could not be done, was asked to perform a perceptual check. He will roll a dice with 20 sides (D20) and add his perceptual abilities to the total result of the dice. DM, will secretly determine a number indicating how much is required for success; it is called “DC”. If the total number of players is equal to or above DC, the experiment is successful. More detailed instructions on how this can work can be found in the player's manual or on the SRD (System Reference Document) page.
- The third player rolls the dice and gets 13 on the d20 dice. He adds his +3 to where he is, giving him 16 character points to see the state of the house. DM has determined DC of 10, so it's quite easy to know the condition of the house.
- DM: “Looking at the frame of the building, you notice that the building is slightly tilted, with the planks attached to the windows. It could be concluded that the place had been uninhabited for a long time, but if something lived there…. Okay, you're not too sure."
Step 2. Look at another example
Additional examples of game locations can be found in the player's manual and the dungeon master's manual.
Tips
- There are game modules (maps and stories covering several types of battles such as: monsters, NPCs, and treasure locations) contained in books and pages that can help a DM if he doesn't want to create a new module. This is something that will help a new DM.
- Don't be afraid to role play! Try talking about something your character would say, rather than using everyday words. You don't need to use words like "Thou's" or "milord's", but medieval archers wouldn't use the words "Dude!", or "that's wicked beast!"
- Appoint a Map Maker/Logator from another player. This step is not mandatory, but by doing this step, you can reduce the need for re-tracking and the number of forgotten clues.
- Enjoy your time together, regardless of the outcome of the adventure. The point of the game is to have fun. Some people may think that this rule doesn't apply and can make anger escalate if the game doesn't go well. If this is the case, don't be shy about asking the DM to remove the player.
- Beginners must follow the standard character races and classes that can be found in the player's manual.
- In a D&D game, you will use varying dice (from d4 to d20- 4 sided to 20 sided dice) to determine the outcome of some action when required, if the result has no serious impact, or if the action/action is challenging enough for the character to fail.. Examples could include the success or failure of a fight, an attempt to jump over a big hole, how you would describe what you would say when talking to the Prince, whether you could be on a horse in the rain, whether you could see from a distance, etc..
- Dice are determined by the number of sides, so a d20 (a 20-sided dice) means 20 death sides. Sometimes, you'll need a d2 or d3 die, but since these don't exist, use a d6 with sides 1, 2, 3 = 1 and 4, 5, 6 = 2 or use a coin (d2) and 1, 2 =1; 3, 4 =2 and 5, 6 =3 (d3). The number before the letter "D" is the number of the dice; so 3d6 means you get the number 3 on the 6 sided dice.
Warning
Not everyone will understand the fun of role playing. That is their business, not yours. Have fun regardless of what they have to say
*Role play level is usually determined by the group you are playing in. Learn how much they see role-playing, and how much comedy combines with role-playing.
- Do not bring guests without advance notice. “Always “ask the DM” and “the owner of the place you're playing” before you come along and bring someone else! Spectators are usually seen as more of a nuisance than anything else and will make other players uncomfortable. Especially for the owner of the house (where you play). Being polite and respecting each other is always important.
- When you are with friends, this can interfere with your game. Game sessions are often used as chat sessions. You can determine whether this is good or bad for you.
- Role playing is a good thing, but don't overdo it. For example, you don't have to say something 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!"
- Having a grid system is a good thing to clear up confusion about where each player is and where the monsters are.
- Make sure everyone is playing in the same version. There are big changes from one version to another, and even edition 3 and edition 3, 5 have very big changes. If you're not careful, you may end up creating a broken character (too good, due to exploits) or a character that doesn't work properly due to a combination of rules.
*If other players don't role play, don't bother with this. Some players don't role-play because they have strong beliefs against magic and might feel uncomfortable if someone acts like they can do magic. Others feel self-conscious "let's pretend" as adults, and may focus more on the D&D aspect of the game. You can still have fun without role playing.