You want to start your own Dungeons and Dragons game? Tabletop roleplaying games seem to have finally hit the mainstream after decades on the fringes of pop culture.
Classes, characters, experience, and levels are an integral part of computer games. We have the enthusiastic kids in Stranger Things. Fantasy and superheroes are part of mainstream cinema. Geek and Sundry shows like Critical Role and Titansgrave showcase what this great hobby can be, and who does not love The Big Bang Theory?
Perhaps it is time to wave the geek flag yourself? Want to try the real thing, but not sure where to begin?
Running a Dungeons & Dragons game can be as serious and time-consuming as you want it to be. You can run serious long-winded dramas with D&D. You can also run fast and lighthearted games with little preparation. Let’s dig into that. This post is for people just starting out.
“You must gather your party before venturing forth.” (Baldur’s Gate, 1998)
D&D is a social game where you and your friends create a collective story about a group of heroes or villains making their way through a dangerous and fantastic world.
D&D works with just two people, but you can be as many as your room, time and attention span allows. D&D works best with between four to six people in my opinion. Three is enough to get a nice group dynamic going, while six can be a bit crowded. However, there is no right or wrong here.
The funny thing is that when you have played a few games (often called “sessions”), you will notice people play D&D for a number of reasons, in addition to just hanging out with friends:
- Some enjoy portraying people other than themselves.
- Others like creating stories.
- Some enjoy the tactical challenges the game offers.
- Others enjoy digging into the tactical options for creating characters.
- All of the above and almost any other reason you can think of.
Yes. Weird polyhedral dice. You need those. At least one set, but having one dice set for every two people certainly speeds up things.
Get the Rules
The Basic Rules for Dungeons and Dragons are free. You can download the Basic Rules from the Wizards of the Coast’s company website.
The Basic Rules are roughly 180 pages and include everything you need to start. It has material enough to potentially keep going for months.
The rules teach you to play the game, create characters for the four most basic classes, provides monsters dozens of monsters and some loot to reward the adventurers. Back in the 80s, we played for years with a similarly sized set of rules, so this is a fantastic place to start.
The rules lack depth – especially compared to previous editions of the game – but it is free, and everyone has to start somewhere. Right?
So do not focus overly on the rules. It is a game!
Prepare Your Adventure
The basic rules, being basic, do not have any artwork or setting material. It is written for clarity like a textbook.
Clarity does not necessarily make it a very exciting read, so you need to find inspiration for setting and stories elsewhere. This is, of course, is where the real fun begins.
You need content to start your own Dungeons and Dragons game, that is:
- A setting
- An adventure
The setting is where your adventures are located. If you are running the game you need to have an idea of what is going on in your world, and visualize it clearly enough to actually portray it to others.
The setting can be as simple or complex as you want to, for instance:
- A small valley with a village and a cave or two
- Vast empires with thousands of cities
- Planar Metropolis with a thousand portals
- A dark city ruled by ruthless thieves opposed by a lone tormented vigilante
But if this is your first game you may want to start small. Your setting needs to include where the characters meet, the locations of the events, and anything else you add for depth, scope, and flavor.
The adventure is the events of the story, and can be a number of things:
- Hunt down Demogorgon in the Abyss
- Slay a great red dragon slumbering in a dwarven ruin
- Stall the apocalypse by thwarting evil cultists
- Carry a magic ring to a volcano and cast it into the fires that created it
- Save the school of wizardry from a returning dark overlord
- Protect the village from orcs raiders
The heavily scripted adventure means you have mapped out every scene and the likely outcome. The heavy scripting also makes it easier to run.
Alternatively, a lightly scripted adventure takes less effort to prepare and will throw surprises at you, but may also be more fun to run. A lightly scripted adventure also lets you work on your improvisation skills.
Once you get some experience, you will be able to figure out what works for you and your group.
Gather Your Party and Venture Forth
You are set to play Dungeons and Dragons once you have a setting, an adventure and a couple of interested friends.
The beauty of roleplaying games is that your carefully plotted adventure never survives its first meeting with the players, and the adventure will take a number of twists and turns.
- Perhaps bandits attack the village and heroes need to step up and defend the villagers?
- Maybe the characters are the raiders attacking the village?
- Perhaps the king’s knights have rebelled and the village is becoming a haven for refugees?
- The characters learn that the king is a tyrant and the characters join the rebels?
- A dangerous ring of power has reappeared and casting it into a volcano halfway across the world is the only way to destroy it?
You decide the events if you are the person running the game. The players interact with these events, and together you create a story.
That, my friends, is the heart of a Dungeons and Dragons game.
- Creating A Fantasy Setting
- Creating Fantasy Roleplaying Game Starter Areas
- Create Fantasy Maps
- Fantasy Races for Your Roleplaying Game
- Create Roleplaying Game Campaigns
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Sometimes you just want to hang with your friends and roll some dice. You can jumpstart your new hobby if you are prepared to spend some money on gaming, beyond the before mentioned dice. It is not necessary, in fact, part of the fun is doing the design yourself, but buying published adventures will save you some time and even give a creative boost.
Did I mention you need weird polyhedral dice!
The Dungeons and Dragons Starter Set combines both a setting and an adventure. The set for the current edition of D&D is set in the Forgotten Realms and includes a village and a couple of small dungeons. Note that this is not the same as free Basic Rules. The two supplement each other, in my opinion.
Wizards of the Coast have a number of products to continue the story beyond the Starter Set. The Player’s Handbook has the full rules for players, the Dungeon Master’s Guide offer tools and advice for the dungeon master, and finally, the Monster Manual has hundreds of critters to populate your game. There are a number of published adventures, including Princes of the Apocalypse, which is excellent and is the one that picks up right after the Starter Set. Finally, the Sword Coast Adventurer’s Guide, provide more information for the Forgotten Realms, the setting of the Starter Set.
The Pathfinder Roleplaying Game
The Pathfinder Roleplaying Game deserves a mention, as it will show up when you explore your options. Pathfinder is an alternative to Dungeons and Dragons.
The differences between Dungeons and Dragons and Pathfinder RPG are beyond the scope of this post. In short, the publisher based Pathfinder an older version of the game. Pathfinder is more complex, but also adds more options.
The Pathfinder Roleplaying Game: Beginner Box teaches you how to play. This attractive box set includes rules up to 5th level characters. Paizo, the publisher, has also released the bulk of the rules for free, and is worth checking out.